Even when I try your method the players stop for half a second and then pass through each other. (Same as earlier)
I’m currently not using an authoritative server. I tried using one with phaser running in headless mode but that was a bit too complicated. Although the collision was working on that as collision was managed on the server side.
I pretty much followed this tutorial for multiplayer with a few changes here and there:
I looked the tutorial, they update the position of each player with coords x y, and physics collisions don’t work when you change positions, you need to apply velocity for collisions working correctly.
So instead of sending positions to the server, send the actual velocity x y of each player, and apply it for each player once receveid.
I must have been doing something wrong because i tried again and your previous answer works perfectly now.
Yes but the collision was being checked locally and then the velocity was also applied locally and then the new position was being sent to the server, so the collision should have worked…