Rigidbody simulation

If you read through this chapter, you may notice we do not cover rigid bodies.

There's a reason for this. At the moment, Unity's built-in physics do not support manually stepping physics. Manually stepping the simulation is crucial for both client-side prediction, as well as server-side logic. Since we can't accurately step rigid bodies, we can't perform client-side prediction on them.

However, if your game relies on Rigid body simulation (for instance, if players are in control of vehicles), and you require client-side prediction, one possible solution is to integrate a third-party physics engine. This will require some work, but will give you the most control over how the world is stepped, when, and so on. There are a wide ...

Get Unity Multiplayer Games now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.