Rigidbody Prediction

edited May 2 in Fusion


I've downloaded your Kart example, which was very helpful in learning more about Fusion Networking. One thing that I was hoping to find though was a predicted physics based controller, which understandably might be too much for an arcade racer.

But I was wondering if there's a a project or a guide on how to use a networked rigidbody with client side prediction in a client-server setup? Specifically we want to make a car game with proper physics and wheel colliders. The idea is that the client does all of that immediately, assuming it's gonna behave correctly, as does the server. The server will send the actual position/rotation and it's velocity back, and the client will make adjustments and resimulate if needed.

I'm looking forward to any kind of links or feedback on this!