You don't need to write custom scripts for that. Simply structure your objects like so:
Rigidbody, TNObject
- Collider 1
- Collider 2
- GameObject with LagPosition (and possibly LagRotation) on it
-- Renderer
This will mean that the rigidbody and colliders will always be using the latest data, while the renderer will trail behind your rigidbody, thus resulting in smooth looking movement.
No code necessary, and no need to buy the MPGSK. This is the same method I use in the 2nd example with the spawning cubes.
Small note before I forget again... all custom creation handlers must be on a persistent (not dynamically instantiated) TNObject. If they aren't, you will be seeing errors like "trying to execute".I don't understand this. "Custom creation handlers" - are you referring to the AutoCreate-script? I have dragged this script onto a persistent cube in my scene. You must be referring to something else?
I don't recommend synchronizing position and rotation using TNAutoSync when using mecanim motions. Sync whatever causes the motions states to change, or the changed states themselves. This way each client will have an up-to-date set of states and do their own movement logic.I am not talking about incompatibility with TNAutoSync and Mecanim. I understand that TNAutoSync is generally not good for syncing your "main character". I am talking about that I believe it's impossible to structure my game objects like you mentioned:
Rigidbody, TNObject
- Collider 1
- Collider 2
- GameObject with LagPosition (and possibly LagRotation) on it
-- Renderer