So, I've been approaching this as though I would be able to devise a way to omit an authoritative physics simulation from my server architecture, while still having physics running on the clients.
I'm really not sure that's actually possible for this game anymore. Too much "fast" action...
So, I guess the only way I can remotely save this codepile is to try and make player movement entirely deterministic, by killing all the physics forces and manually checking for all collisions on the server and controlling all movement via object transforms...
bleh.... If it works, I'll be amazed.. If I don't have to rewrite just about everything, I'll be even more amazed.
If anybody has any better ideas, would love to hear them..
I don't have the resources to get a server that can run an authoritative physics simulation built with Unity... Certainly not something that would do it well. That's the primary reason I've been trying to omit that part from the equation.. So.. "Other" better ideas would be nice, if they exist... Preferably ones that fit the game play you've seen me trying to make.
Thanks!
I wish you the best in finding a solution. This problem is way over my head.