HI,
I am trying to make simple demo, where 2 players control each own sphere. Spheres are rolling and should also collide. Well, this is the problem. I have managed to run the demo for 2 players over network, they see each others movement but when their spheres collide, they do not bounce or behave like they should. The sphere of the other player just keeps shaking when collides with first players sphere. It doesnt matter, if the sphere is moving or standing still. When I spawn inactive object, that cannot be controlled, it behaves normally. What am I doing wrong?
Here is my source code for movement:
function Update () {
var forc = 100 * force * Time.deltaTime;
if(networkView.isMine) {
if (Input.GetKey ("left"))
rigidbody.AddTorque(-Vector3(0, 0, forc));
if (Input.GetKey ("up"))
rigidbody.AddTorque(-Vector3(forc, 0, 0));
if (Input.GetKey ("right"))
rigidbody.AddTorque(Vector3(0, 0, forc));
if (Input.GetKey ("down"))
rigidbody.AddTorque(Vector3(forc, 0, 0));
} else {
enabled = false;
}
}