I am making a network multiplayer air hockey game on Unity 6 with NGO and Relay. I use anticipated network transform for the puck(yellow ball), which works fine on the host, but does crazy things on the client side. I have attached a video showing how when the client player hits the puck, it glitches out for a while and then starts acting as supposed to, only that it is not the same puck as the one the host sees. If the client moves to hit the real puck(which is now invisible to the client but visible on the host’s end), the fake puck on the client moves over to the position of the real puck. Is there a way to fix this, so the pucks are properly synced?
(host - right, client - left)
I have tried messing around with the components and their settings but nothing seems to work
@VectorProbe
Are you using NGO v2.0.0-pre.2 or NGO v1.9.1?
The video is not accessible (“request access”).
Are you using this together with a Rigidbody? Not sure if the anticipation will work (well) with physics.