# Realtime Player Syncing

**URL:** <https://forum.heroiclabs.com/t/realtime-player-syncing/3538>\
**Category:** Client Libraries\
**Tags:** server-framework, sdk-unity\
**Created:** [February 22, 2023, 4:16am UTC](https://forum.heroiclabs.com/t/realtime-player-syncing/3538 "2023-02-22T04:16:28Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![csdaraujo](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.heroiclabs.com/csdaraujo/32/1351_2.png) [@csdaraujo](https://forum.heroiclabs.com/u/csdaraujo)\
**Post date:** [February 22, 2023, 5:08pm UTC](https://forum.heroiclabs.com/t/realtime-player-syncing/3538/2 "2023-02-22T17:08:16Z")

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Hi, @surajTLabs! And welcome to Heroic Labs forum!

For 1, it is currently on our backlog a set of improvements on this kind of documentation. More users have similar questions.  
For 2, you can find documentation about ticks [here](https://heroiclabs.com/docs/nakama/concepts/multiplayer/authoritative/#tick-rate).

Also, I found a similar question that has been asked here in the forum and will probably shed some light on your specific Nakama usage: [Multiplayer game with physics - #2 by novabyte](https://forum.heroiclabs.com/t/multiplayer-game-with-physics/270/2)

Best regards,  
Caetano

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