Interpolation on NetworkTransform in Netcode moves whatever GameObject that has the NetworkTransform component. This means that if this GameObject also has colliders it is possible for identical tick aligned collision code on host/server vs remote client can yield different results due to interpolation.
Other networking libraries sometimes address this by applying the real hard tick synced position data to an object with the colliders/rigidbody and then you define a separate interpolation target that is just visuals like mesh renderers.
Any thoughts/advice?
Interpolation on NetworkTransform in Netcode moves whatever GameObject that has the NetworkTransform component. This means that if this GameObject also has colliders it is possible for identical tick aligned collision code on host/server vs remote client can yield different results due to interpolation.
Other networking libraries sometimes address this by applying the real hard tick synced position data to an object with the colliders/rigidbody and then you define a separate interpolation target that is just visuals like mesh renderers.
Any thoughts/advice?