I have a server tank shoot a bullet at a cube (with rigidbody). The target cube is Network Instantiated from the server tank.
When Server tank shoots the cube, it is moved on both the server and client tank windows.
When Client tanks shoots the cube, it “jitters” on the client, but does not move… and is not seen to jitter at all on server window.
When Client tank pushes the cube, it is moved on both windows (thanks to the Network Viewer watching the transform of the cube).
So…how does a bullet NetworkInstantiated by the Client affect the Cube, NetworkIntaniated by the Server… so that the Cube changes its transform (which IS monitored)?
The bullet prefab has a Rigidbody and a capsule collider, and seems to work well in the Server Window…
I assume that I can change the owner ID of the bullet to the server tank once it’s instaniated, but… it seems kind of silly.