im trying to make my game work online, and i have physiscs base movement where the player can collide with other players, but i don't know what properties to sync in the syncronizer in order for the collisions to move properly. i've tried syncing the linear velocity but when they collide they bounce , which they shouldn't, or with inertia they sometimes got stucked or had some weird behaviour. Which property or combination of properties should i sync? thanks in advance
There are many things that can cause jitter. But In general you should sync position rotation velocity and angular velocity while allowing the physics to happen on both client and server in the interim between packet frames.
Here is a work in progress multiplayer synchronizer I made for my physics based game.
This implementation has a ring buffer to smooth out network jitter at a cost of network delay.