Hi, I’m new to the Unity network API. I’m trying to develop a game similar to Air Soccer Fever (https://play.google.com/store/apps/details?id=com.danglingconcepts.airsoccerfever&hl=es).
I’m currently synchronizing the balls by using a NetworkView per Ball, each one with the owner has the machine that run the team. The balls are rigidbodies and a synchronize only the position making a Lerp so it is more or less smooth (I don’t know if this is the usual way when working with RigidBodies in Unity).
My problem comes when ball from say team A hits a balls from team B, because the balls from team B have as owner his player and the writer of the position is that client then even when the ball from team A moves the ball from team B it will automatically reposition because the client that “writes” the position is the client from team B. I don’t know if it is clear but that is the problem.
The solution that I think would be the easiest (if possible implementing) will be changing the ownership of the NetworkView so that when it is the turn of team A his client controls (owns) all the balls, and in the turn of team B then its own all the balls. I don’t even know if this solution would be possible or if another think should be do.
Any advice in this?