Manipulate Scene Object by several clients simultaneously
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Hi, All!
I have a problem when trying to manipulate scene object by several clients simultaneously.
Scene object connected via DistanceJoint2D to each client ( 2 or 3).
All works well on MasterClient, but on other clients everything is bad. Every player's RigidBody has exact settings. Player on MasterClient can't move object and other players, because they are too heavy for him, and it's ok. But other clients can move all the stuff easily, and this is wrong. Besides that visualization on secondary clients looks terrible.
Please explain me what I'm doing wrong, and how I can fix that.
I have a problem when trying to manipulate scene object by several clients simultaneously.
Scene object connected via DistanceJoint2D to each client ( 2 or 3).
All works well on MasterClient, but on other clients everything is bad. Every player's RigidBody has exact settings. Player on MasterClient can't move object and other players, because they are too heavy for him, and it's ok. But other clients can move all the stuff easily, and this is wrong. Besides that visualization on secondary clients looks terrible.
Please explain me what I'm doing wrong, and how I can fix that.
0
Best Answer
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Hi,
You can have an accurate predication of rigidbodies across clients, you'll need to have that done on the MasterClient where each GameObject are set as SceneObjects, so that they then synchronize themselves on other clients. Or do as usual and have each client being responsible of their own Objects and let the NetworkView synchronize over the network. you can then use the "PhotonRigidbodyView" to set up the prediction
What do you mean "Heavy", Can you describe your gameplay and the interaction going on between these GameObjects? that will help understanding what could be changed for this to work better for you.
Bye,
Jean5
Answers
-
Hi,
You can have an accurate predication of rigidbodies across clients, you'll need to have that done on the MasterClient where each GameObject are set as SceneObjects, so that they then synchronize themselves on other clients. Or do as usual and have each client being responsible of their own Objects and let the NetworkView synchronize over the network. you can then use the "PhotonRigidbodyView" to set up the prediction
What do you mean "Heavy", Can you describe your gameplay and the interaction going on between these GameObjects? that will help understanding what could be changed for this to work better for you.
Bye,
Jean5