How Do I Sync RigidBody3D Properly In Multiplayer

Godot Version

4.5.1

Question

I am trying to make a multiplayer factroy game. The whole point of it is to be funny and difficult. So every object the players interact with are RigidBody3D's. Examples: Boxes and conveyors. The problem I am having is when there "sync" theres flicker and jumping and the other client. Also when it is dropped the object clips throught the ground.

How many packets are sent through the sync?

Are you constantly sending all game data?

Are you just sending data of the object always or are you only sending data when the object is updated on one client?

What kind of data are you sending? Just position and rotation?

Do you have an example of your sync code?

Currently just using the MultiplayerSynchronizer. I just learned how laggy it can get the hard way. With it set to replicate position, rotion, linear_velocity, and angular_velocity.