Unity Ball Syncronization

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I am coding a animated ball multiplayer mobile game. The ball animation is quite fast (speed around 25-30) and there are 5 balls at the same time.

Initially, I tried to the physics are run on masterclient and synced in clients via pun2 network. However, the ball animation on the clients are not very smooth which will annoy the player.

Secondly, I tried to run each physics on each client separately with below function, however, the physics simulation is different between the android client and unity editor client.

Finally, what should I do?

The script on the ball;

Rigidbody rb;
float t1 = 0.0f;
float scale = 2f;
float maxVelocity = 20f;
bool collided = false;
float limitSpeed = 30f;

float cooldown = 1;

void Start()
{
    rb = GetComponent<Rigidbody>();        
}

void InitialKick()
{
    switch (GameObject.Find("GameManager").GetComponent<GameManager>().ballCount)
    {
        case 1:
            rb.AddForce(new Vector3(20, 0f, 20), ForceMode.Force);
            break;
        case 2:
            rb.AddForce(new Vector3(-20, 0f, 20), ForceMode.Force);
            break;
        case 3:
            rb.AddForce(new Vector3(20, 0f, -20), ForceMode.Force);
            break;
        case 4:
            rb.AddForce(new Vector3(-20, 0f, -20), ForceMode.Force);
            break;
        case 5:
            rb.AddForce(new Vector3(10, 0f, 30), ForceMode.Force);
            break;
    }
}

private void FixedUpdate()
{
    if (!collided) InitialKick();
    if (collided & rb.velocity.magnitude < maxVelocity) rb.AddForce(3f * scale * rb.velocity.normalized, ForceMode.Force);

    t1 += Time.deltaTime;
    if (t1 > 1.0f)
    {
        scale += 0.5f;
        t1 = 0.0f;
    }

    rb.mass += Time.deltaTime * 0.01f;
}

private void OnCollisionEnter(Collision collision)
{

    if (collision.collider.tag == "Wall" || collision.collider.tag == "Column")
    {
        collided = true;
    }

}
}