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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