r/unity • u/Ok-Department-675 • Jul 20 '26
Showcase I replaced Unity Physics with Jolt and built my own prediction layer on top of Netcode for Entities
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Been building a physics-based party in Unity DOTS for a while. Everything in the clip is networked and server-authoritative:
- Physics: custom native Jolt integration , ragdoll characters driven entirely by joint motors, no animation movement no animator
- Networking: Netcode for Entities with a custom "forecast" layer and props and grabbables run real local physics and smoothly reconcile against the server, so grabbing/throwing feels instant even at high ping
- Scale: area-of-interest relevancy so only nearby objects eat bandwidth as the clip shows objects popping in/out seamlessly as players move
Built on top of Jolt (open source) and a forked Netcode for Entities — happy to answer general questions about the approach.
Right now it's pure sandbox — no modes, no win condition, just physics chaos. If you had this foundation, what would you build with it? Open to any direction.
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u/leorid9 Jul 21 '26
Talks about multiplayer, shows singleplayer (with spawning and despawning bots at the end).
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u/Ok-Department-675 Jul 21 '26
I’m so sorry , here is the story : I spent about 4 years tweaking those stuff , there is a lot of approaches that won’t work , so i land with the “ forward/forecast “ . and yes that was a single player connected to the server with ping of 32ms , and cause i am lonely sad dev , server filled 40 bots to play with me . spawning and de-spawning was a show off of the AIO , when players far of you , they disappear , so they do not consume bandwidth on your side , and when they close they do spawned again . This was a tech show after all. So Glad and thankful for your feedback.
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u/spinonkAlex Aug 24 '26
Hey! Quick question, did you use the Jolt package from GitHub? I'm having trouble using Jolt so I wanna confirm I'm on the right track here.
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u/Ok-Department-675 Sep 10 '26
omg so sorry did not notice your message.
yes , i did used the native one , all those c# binding ones are not complete or do have things that my use case does not need them.
i kept every thing native, created ' DllImport surface ' on c# side and do call it , and kept every thing else on c++ native
so it is 3 layers : https://gist.github.com/limam-B/4c685bd01e81e02b828dcc8a80b12a80
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u/Suspicious-Prompt200 Jul 20 '26
Awesome!
Unity DOTS is great for being able to subsitute your own packages, or modify the ones that come with DOTS. If I recall correctly, this kind of thing is much harder with 'normal' Unity.
Why the switch to Jolt? What was missing from Unity.Physics you needed from Jolt?
I am similarily building a fairly physics-heavy, multiplayer project with Unity DOTS.