How do you correctly sycronize rigidBody 2D movement online?

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.

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