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com.unity.netcode.gameobjects/Documentation~/advanced-topics/physics.md

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@@ -53,6 +53,9 @@ In most cases, it's recommended to [use an AttachableBehaviour component](#using
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- Does each child, under the same parent, require having physics-driven velocities independent of, but relative to, the parent?
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- Were you planning on using a physics joint (like a [SpringJoint](https://docs.unity3d.com/Documentation/Manual/class-SpringJoint.html)) anyway?
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> [!NOTE]
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> Netcode for GameObjects uses the kinematic feature of Unity's Rigidbody and Rigidbody2d to dictate who has physics authority. The authority is non-kinematic which allows physics to impact the object's velocities, collide with other bodies, and have various forces applied (frictional or otherwise). Non-authority instances are kinematic and synchronize the motion of the authority's non-kinematic body via [NetworkTransform](../components/helper/networktransform.md) or writing your own custom transform synchronizing NetworkBehaviour based script.
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### Using AttachableBehaviour for parenting physics objects
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> [!NOTE]

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