Fighting games come in many shapes and forms. Usually they involve 2 or more players fighting each other. The players can kick, punch, block, grab and trigger intricate combos for extra damage. Often this type of game relies on quick reactions to the opponent's movement.
For a fighting game, we need a reliable game state regardless of user ping. It needs to be deterministic. For example, if two players press the kick button a few milliseconds apart, the Simulator needs to be able to figure out which player is the one doing the kicking, and which is the one getting kicked. Our solution is called input queues and the setup is described in great detail here. The key idea is that only the input is being processed by the Client, and the Simulator is responsible for deciding the outcome. The Simulator stores a queue of inputs, which is then used to decide on the correct order of actions.
If you want to synchronize more than just the root of the Game Object, e.g. if you want to have precise replication of ragdoll on all Clients, you need to create bindings to more that just the root transform. We support deep bindings which allow you to select any object in the hierarchy and synchronize whatever is needed.