RigidBody2D MultiplayerSynchronizer flickering/authority fighting?

Godot Version



Hey yall,

The little ball is a RigidBody2D with a multiplayersychronizer that syncs position & rotation.

Each player has authority over one ball, confirmed by only being able to hit their own. I have also confirmed through remote tree that only 2 balls exist.

However you can see some kind of conflict is happening where on your own client, each ball other than your own flickers and fights like it’s trying to teleport back to the position your client thinks it is on.

I have tried instead syncing velocity, however because the physics are not deterministic this does not work and they end up in different spots.

Any help appreciated, ta.