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Anders Martin
Anders Martin

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Inconsistent Physics Behavior in Multiplayer Mode

Description: Objects behave differently for different players in a multiplayer environment.
Cause: Lack of proper network synchronization of physics objects.
Solution: Implement authoritative physics using server-side validation.

using Mirror;
using UnityEngine;

public class NetworkPhysics : NetworkBehaviour
{
    [SyncVar] private Vector3 syncedPosition;
    [SyncVar] private Quaternion syncedRotation;

    private Rigidbody rb;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
    }

    void Update()
    {
        if (isServer)
        {
            syncedPosition = rb.position;
            syncedRotation = rb.rotation;
        }
        else
        {
            rb.position = Vector3.Lerp(rb.position, syncedPosition, Time.deltaTime * 10);
            rb.rotation = Quaternion.Lerp(rb.rotation, syncedRotation, Time.deltaTime * 10);
        }
    }
}
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