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Networked Rigidbody would be a great component #596

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@theonlywill

Description

@theonlywill

Is your feature request related to a problem? Please describe.
Using NetworkedTransform will only give you issues if you are networking a rigidbody object. You'll quickly find that velocity and rotational velocity are very important.

Describe the solution you'd like
A unity component called "NetworkedRigidbody" which you can attach to a gameobject that has a rigidbody on it and it will handle the network syncing and be completely host-authoritative.
For network prediction that could be a seperate component which the networkedrigidbody will look for, since different rigidbodies may require different network prediction (FPS characters, tennis balls, pinball machine flappers).

Some of the lesser changed properties of rigidbodies could be sent less often or only sent when changed (mass, locked movement/rotation, drag) to keep network traffic down.

Describe alternatives you've considered
Writing your own can create extremely obvious visual issues when it comes to tracking, lag management and general smoothness. Anyone using this package should hopefully have the same result as other developers when developing a game with the base components that are built into the unity engine.

Additional context
Add any other context or screenshots about the feature request here.

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