hi, I’m developing network pool. Have follow problem:
run pool on two computer put all ball to the same position hit one ball with a force and allow to work unity’s physics. And found that after all ball stop the position is different on different computer.
How could I manage the balls (rigidbody) move equvalent on different speed and slow computer? Or just get me idea where I need to move to find the solution?
there is no way to make that happen unless you let a single machine (the server) handle all the simulation and sync the state to all clients.
Thats a simple consequence of different cpus, different os, different speeds producing different precisions and thus different simulation results.
Thats why you don’t see any games where gameplay relevant physics are beeing used, unless they use the graphic chips to calculate it (Crysis on Vista with DX10. on DX9 the physics is disabled too)