▲ 4 r/GameDevelopersOfIndia+2 crossposts

How to implement multiplayer rigidbodies

I’ve been stuck on this for the last two days and it’s driving me crazy.
All I want is for my player to be able to push a cube around in a multiplayer game using Mirror (Unity), but I haven’t been able to get it working properly.
I first tried a client-authoritative player with a server-authoritative pushable object. That meant manually sending push forces to the server instead of relying on Unity’s built-in physics. It sort of worked, but then I ran into a host-specific issue: the host can still collide and push objects normally because all rigidbodies on the host are non-kinematic. I tried working around this by disabling colliders and using manual raycasts/spherecasts, but the results felt pretty bad and inconsistent.
I also tried going fully server-authoritative. That solves some consistency issues, but player movement becomes noticeably laggy unless client prediction is implemented properly, and I’ve been struggling to get prediction/reconciliation working correctly.
At this point I’m not sure what the best approach is. How are people usually handling player-driven physics interactions like pushing boxes in Mirror? Any suggestions, examples, or even just an upvote for visibility would be appreciated.

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u/IndieanGameDev — 6 hours ago