Networking Rigidbodies in Unity is notoriously difficult due to jitter and latency, but Smooth Sync Unity provides a highly optimized replacement for the standard NetworkTransform. Running on 3.36.0, this asset uses sophisticated interpolation and extrapolation algorithms to ensure that fast-moving objects appear fluid even under poor network conditions, significantly reducing the “rubber-banding” common in P2P or high-latency setups.
Technical Overview
- Bandwidth Optimization: Reduces data overhead by up to 60% compared to vanilla solutions by only syncing changed properties and using float compression.
- Compatibility: Native support for Netcode for GameObjects (NGO), Mirror, FishNet, and PUN2.
- State Handling: Manages authority changes smoothly, which is critical for VR interactions where ownership shifts between players.
Integration Tips
For a clean integration, remove any existing NetworkTransform components and replace them with the SmoothSync script. You should tune the “Send Rate” based on the importance of the object; for example, a player character might need 20-30Hz, while a moving platform can function perfectly at 5-10Hz. If you’re seeing overshoot, adjust the extrapolation settings to be more conservative. One major tip: use the provided float compression settings for rotation and scale to shave off precious bytes per packet, especially if you are targeting mobile multiplayer where bandwidth is at a premium.
Best Use Cases
- Multiplayer Racing Games: Handling high-speed physics objects requires the precise extrapolation Smooth Sync provides to prevent cars from flickering or teleporting during collisions.
- Social VR: Essential for syncing hand and head transforms. The smooth authority hand-off ensures that when one player picks up an object from another, there is no visual hitch or snap-back.


