# Rollback/Determinism Questions!

**URL:** <https://community.coherence.io/t/rollback-determinism-questions/783>\
**Category:** Help\
**Created:** [November 15, 2025, 8:11am UTC](https://community.coherence.io/t/rollback-determinism-questions/783 "2025-11-15T08:11:29Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![quackandcheese](https://avatars.discourse-cdn.com/v4/letter/q/71c47a/32.png) [@quackandcheese](https://community.coherence.io/u/quackandcheese)\
**Post date:** [November 15, 2025, 8:11am UTC](https://community.coherence.io/t/rollback-determinism-questions/783/1 "2025-11-15T08:11:29Z")

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In [the documentation’s determinism/rollback page](https://docs.coherence.io/manual/advanced-topics/competitive-games/determinism-prediction-rollback#determinism), it mentions that you should avoid “Relying on floating point numbers across different platforms” – how relevant is it in regards to Unity’s systems/how could this be avoided given Unity’s reliance on floats, especially in the case of positions?

It also suggests to avoid Unity’s physics engine as it is not deterministic - does this include raycasting, given it’s Physics2D.Raycast? I’m not quite sure where to begin with implementing collisions without physics bodies _nor_ raycasts.

Lastly, and partially unrelated, how do you identify a “host” client, such as suggested in [this thread](https://community.coherence.io/t/how-to-make-rollback-clients-start-on-the-same-frame/585/3)?

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**Author:** ![system](https://europe1.discourse-cdn.com/flex017/uploads/coherence/original/1X/b3aa79eb9519fac7aad7eba18f15a1e8ce60f6e2.png) [@system](https://community.coherence.io/u/system)\
**Post date:** [February 13, 2026, 8:12am UTC](https://community.coherence.io/t/rollback-determinism-questions/783/2 "2026-02-13T08:12:07Z")

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Closed on February 13, 2026, 8:12am UTC

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