How to avoid Rigidbody RealtimeTransform objects colliding with things upon "teleporting"
Basically, I have a local player that teleports their "weapons" back to their holsters on respawn. These weapons are realtime transforms with rigidbodies. On remote clients, this teleport is registered as an instant linear motion from the last position back to the holster, causing crazy collisions and physics issues to anything in their way on the way back. Is there a "teleport" functionality in realtime transform that helps prevent this?