Applying Impulse Force on NetworkedRigidBody2D
I have a simple setup of a 2d game with a player who can kick the ball.
Ball is a NetworkedRigidBody2D, when I apply force on the client using:
Vector2 direction = ball.Rigidbody.position - rb.position;
ball.Rigidbody.AddForce(direction * KickForce, ForceMode2D.Impulse);
The client is experiencing a weird drop of a few frames at the beginning or a fast few frames rubberband effect.
Is any way I can mitigate this effect? It only appears at the beginning of a applying force.