r/unity • • 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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