You got it wrong. Noclip works because the client noclipping has network ownership of their player’s character. That means that the server simply trusts the client when the client tells the server where all the parts it owns in the physics space are located. (Yes, there is a security flaw in this, but nobody wants input lag on their character) The server calculates collisions for everything that clients handling physics for don’t.
Untextured Unions should perform just as good (or bad) as regular meshes as long as both objects contain the same amount of triangles and are untextured, no?
The problem of course with unions is that you are generally ending up with a lot more triangles in a Union than you will with a mesh you created in blender due to the ineffenciencies of CSG.
Yes, but by default that isn’t set to the server. Very few people actually use that
Are you implying there is a single way unions do anything better than meshes, at the cost of the performance hit unions give on top?
Unions are inferior in literally every way compared to meshes.
That actually depends
They don’t lag normally but if you modify in other level i guess yes