How to get local 3D projectile collision working consistently?

Raycasting, in gaming terms, is called hitscan. I’m after solid physical objects shot from a weapon. So, I’ll give RigidBodies a shot.

Also, I was worried about physics because I wanted client predicted projectile for the client’s own projectiles. Since Jolt’s physics aren’t deterministic, the client own projectile and server’s version of that projectile could be different. But I think I’m making that a WAY bigger deal than it really is.

Edit:

I also just found this too:

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