>>287468860
Go for it. I claim no expertise on any of the aesthetics of the map itself, only the mechanics. Any work you want to do for visuals or other props is appreciated, including environments/better table, props, etc

>>287465441
Forgot to say, yes normal maps are possible. I guess you could run the tiles.png through material awesomebump and see what it spits out.

So I got a hack workaround for the isKinematic thing now. Instead of trying (and failing) to set kinematic, instead I turn off collisions, enable a constant force of 9.81Y to counteract gravity, and crank up the drag to have essentially kinematic rigidbodies. Then the tiles can float through eachother while you wait for vrchat's incredibly slow network sync to work. I honestly think it's packet-related, like their server gets spammed with all the now changed rigidbodies, and starts to drop them, so the client slowly backs off and retries.

It's still not a 100% thing that it'll shuffle correctly, but in the world now, there's a "Toggle Physics" capsule above the "Shuffle" capsule. If you toggle that off (red) before shuffling, then they'll drift through eachother; wait like a minute, then togle it back on and all the players _might_ be in sync. No way for the master to tell reliably though, and sometimes they look fine on the client, but then explode when network is back on. Give it a try.