Actually I think Im still having a few issues, basically I have some rigidbodys in a scene. There is no movement except by collisions with players, and their rotation is constrained except on the Y axis so they kind of glide around.
When I push them around using a nonhost player, they sometimes sort of desync. If the host bumps into the desynced rigidbody on a nonhost screen, they can still push them around. If a host bumps into a desynced(for everyone else but not the host) rigidbody on the host's screen they reset/snap into place for the nonhost players.
I am using the example spring transform and decoupled renderer from rigidbody setup.
Is this an inertia thing? When using the Syncrigidbody with simple boxes it works, but the 'gliding' seems to only work for a bit and then it just fails to sync up.
I also had a quick question about setting up moving objects:
"- GameObject with LagPosition (and possibly LagRotation) on it
-- Renderer"
what is the lag position and lagrotation? Is that the lerped position/rotation or something else?