Greetings, I have a question that is similar to a "moving platform game" question that involves multiple players in a local co-op / LAN game. *
Let's suppose that the game involves jumping on to and off of a simple playground merry-go-round, that is rotating very slowly:

The spacers in between the pie segments are solid walls, the space in the center is empty and large enough for a player to run through.
The players are very small compared to the merry-go-round, about the size of that white poly in the middle, and the merry-go-round is rotating very, very slowly.**
Obviously, we don't want players jumping
through the "walls" between the segments, but they could collide with them and get knocked down, where they will lay on the floor of the rotating platform.
Q: Should I be instantiating this terrain obstacle and then using RCCs to share the axis rotation and rigidbody information? If I keep the update time relatively short will it stay in synch for all the players? What is the best way to do this? I have tried to keep the mesh size as low as possible and there aren't many colliders.
Thanks
* it is a single player or local co-op game only, to help keep latency down.
** there are multiple corridors that lead to this junction, and the rotation makes other entrances / exits available to the players.