About the network of soccer games

I have a question about the network of games currently under development.

This game is a party game.
It has the following elements.
· Network battle connected with users all over the world
· Action games play at maximum 8 players

There are soccer in this mini game.
I am suffering from how to synchronize a soccer ball that multiple people contact.
I would like to have your opinion on what kind of synchronization method you can think of.


現在開発中のゲームのネットワークについて質問があります。

このゲームはパーティーゲームです。
以下の要素があります。
・世界中のユーザーとつながるネットワーク対戦
・最大8人でプレイをするアクションゲーム

この中のミニゲームにサッカーがあります。
複数人で接触するサッカーボールの同期のとり方に悩んでいます。
みなさんならどういった同期方法を考えられるか、ご意見いただきたいです。

If I understand your question correctly, then if you want a soccer ball to be synchronised with all clients, you set the soccer ball up as usual (mesh renderers, rigidbodies n stuff) and add a: NetworkIdentity and NetworkTransform so as to synchronise the object. This should be a good starting ground to synchronise rigidbodies, but is not the most accurate way since it can be quite laggy.