Synchronize AddForce

Options
Hi! I'm doing the game, where different players move one ball in 2D. Ball is created whit PhotonNetwork.InstantiateRoomObject. Players choose direction and AddForce to it with PunRPC:
private void Move(Vector2 direction) => _rb.AddForce(direction * force, ForceMode2D.Impulse);
For Position synchronize did LagCompensation like this https://doc.photonengine.com/en-us/pun/current/gameplay/lagcompensation. It's be okey, but when none master-client pull ball lag takes place. For a split second, before giving force. I think this is due to the sharp change in speed (especially in the opposite direction). And I dont know how can (and is it possible) get rid of this lag?

Comments

  • Tobias
    Options
    It's not possible to get rid of lag.
    PUN is doing state synchronization and has distributed client authority. This is not the best approach for this case either.
    You need to figure out a way to hide the lag. It's not something we can really help with in PUN, sorry.