Photon Rigid Body - Strange Behaviour

Hi guys,
i'm trying to make a multiplayer racing game. The cars have a 4 wheel colliders and I move them applying torque to the wheels. In offline mode, when a car collides with another one, it reacts moving forward/backwards depending on the impact position. But when I test the game online, it works only if the other player is not moving. I mean, if the car is stopped and I hit it, the car doesn't move at all. But if the car has already a little momentum and I hit it, then the physics works.

I made a little video so you can understand better my problem video
The car has a photon rigid body attached. If I add a photon network transform to the same gameobject, it lags a lot. I notice that If I attach the photon transform to the main game object, and then the photon rigid body to a child object of the prefab, it doesn't lag anymore..but the physics issue persists.
Should I do something different?

Comments

  • I solved the problem..apparently, was the box collider that is too big and go throught the wheel collider, preventing them from moving. Don't know why in offline mode it works.
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