NetworkRigidbody2D always kinematic
I recently updated to the latest version of Unity and I'm not sure why it would cause this but now my NetworkRigidbody2D components are always setting rigidbodies to kinematic whether or not the client/host owns the rigidbody. In singleplayer and in multiplayer, and I haven't changed anything to do with that recently and it suddenly stopped working just today. Previously it worked as intended and set it to kinematic on clients that didn't own the rigidbody and it didn't effect the...
NetworkRigidbody2D always kinematic
NetworkRigidbody2D always kinematic