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2025-12-26.03-37-00.mp4
Rocket Cars is a free open-source server-authoritative physics-based multiplayer car game sample, inspired by Rocket League. It’s made in Unity using Netick, a powerful free networking solution that makes creating complex multiplayer games like Rocket League simple and easy for indie developers.
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Support Policy: This is an educational resource. Support is provided for learning purposes only. Asset flips or minimal-effort derivatives will receive no support.
Rocket Cars uses Unity’s legacy input system (Input API).
When the game is in replay mode (Sandbox.IsReplay == true), normal gameplay input is disabled and the following controls become available:
If the selected player is no longer valid (e.g. disconnected or not spawned), the replay camera automatically falls back to free mode.
In most games, only the local player character and some environmental objects are predicted. However, in Rocket Cars, we predict everything: the local player car + other players and the ball (remote/proxy objects).
However, due to latency, it's impossible to properly predict other (remote) players, since we can't predict their inputs. Thus, the client's prediction of other players will often be wrong, and it gets much worse at higher pings (>100ms). To mitigate this problem, we use a feature of NetworkTransform/NetworkRigidbody called Prediction Error Correction Smoothing to smoothly correct the error over multiple frames. Without that, the game would appear jittery because each time a correction comes in from the server, we would reconcile with the server and appear in a vastly different location instantly (prediction error magnitude scales with ping).
Read Netick's Prediction In-Depth article to learn more about Rocket Cars networking.
In addition, this is a nice video about Rocket League that describes the same networking-related issues inherent to proxy/remote prediction.
The game is written performantly, and it should run over 300 FPS even on low end PCs.
Because Rocket Cars uses physics prediction, it must resimulate the physics engine (Unity's 3D physics engine PhysX) during reconciliation. Unfortunately, PhysX is:
Future improvement suggestion: Use a deterministic and CSP-ready third-party physics engine for better performance and accuracy.
Massive thank you to Steak and Milk-Drinker01 for being invaluable during the development of this sample. Steak completely cleaned up the project and overhauled the graphical style, and Milk-Drinker01 created a beautiful field shader and fixed the camera jitter issue.
| Asset | Source | License / Terms |
|---|---|---|
| DOTween | Demigiant | Standard EULA |
| Low Poly Car Pack 1 | Designer Soup | Custom |
| Toon Shader | Erik Roystan | MIT |
| Textures | FreePBR & Free3DTextures | Custom |
| ParticlePack | Unity Technologies | Unity Asset Store EULA |
| Game Countdown 62 | Pixabay | Pixabay License |
| car-tire-squeal-skid-loop | opengameart.org | CC BY 3.0 |
| Vehicle - Essentials | Nox_Sound | Unity Asset Store EULA (permission granted for this project) |
| Font Electrolize | Google Fonts | Open Font License (OFL) |
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