Photon Objects interaction

Hello. I’m using Photon to make a multiplayer VR game. First player is on Oculus and the second is on vive. When I move object by first player (master) its barely ok. It doesn’t synchronize when Im holding object, but when i drop it, it’s in the correct position for both players. Player who joined to the server can move object like first (no synchronization while moving) but when i drop Object more than half Meter from its parent position its localPosition changes on (0,0,0).
This is my Script:

public void grabbedBy (Transform grabber)
{
        
    Debug.Log(grabber.parent.name);
    //if (photonView.owner == PhotonNetwork.player)
    {
        transform.SetParent(grabber);
    }
    grabbed = true;
    _grabber = grabber.gameObject;
    GetComponent<Rigidbody>().useGravity = false;
    GetComponent<Rigidbody>().isKinematic = true;
}

public void realesedBy(Transform grabber, Vector3 linearVelocity, Vector3 angularVelocity)
{
    Rigidbody rigidbody = GetComponent<Rigidbody>();
    
    grabbed = false;
    //rigidbody.useGravity = true;
    //rigidbody.velocity = linearVelocity;
    //rigidbody.angularVelocity = angularVelocity;
    //GetComponent<Rigidbody>().useGravity = true;
    GetComponent<Rigidbody>().isKinematic = false;
    transform.SetParent(GameObject.Find("handler").transform);
    _grabber = null;
}

private void OnTriggerEnter(Collider other)
{
    //photonView.TransferOwnership(other.gameObject.GetPhotonView().ownerId);
}
private void OnTriggerExit(Collider other)
{
    //photonView.TransferOwnership(0);
}

I don’t know what should do with that :confused:

Hello. I have similar problem. I have cube in scene, with Photon View on it, and with Transform view.

For all user, when they grab that cube, they can move it smoothly. but the movement for other not smooth. The grabbed cube is lagging, jumping.
Do you have idea, how to solve it?
Can provide video of it if needed.

Hi,

how is the game object synchronized? Is it synchronized at all? If not, you can attach a PhotonView component to the prefab and network instantiate it at runtime by using PhotonNetwork.Instantiate(...); or PhotonNetwork.InstantiateSceneObject(...);. For an easy solution you can also add a PhotonTransformView component and add it to the list of Observed Components of the PhotonView component.

If a player now want to grab the object, you have to check if he is the owner first. If the client is the owner, you can continue. If he is not the owner, you have to request the ownership of the object. If the client is the owner of the object and interacts with it (basically moves it around), it should be properly synchronized on the other client as well.

You can read about Ownership Transfer here.

listen Everyone,

i am making a fps game using photon.

i am running the dev build (two windows for two players).
whenever a player jumps and i switch the window, the player who jumps seems to fall a bit and then teleport up and the cycle continues pls help