Pool game with Photon server

Hi folks,

I’m making a pool billiard game using Photon server. Actually, I have no experience in server coding, so I just use the built-in LiteLobby Application (provided by Exitgames) and manipulate at client side. However, I got an issue of data transfering strategy: when I update client-to-client a force to the cue ball, the physics properties of two clients don’t act as the same. But in case I send the position of every ball each frame, it’ll be overwhelm for the network.
Any of you have an idea for the strategy?

You are probably better off with the “LoadBalancing Application” in the server side. It’s up to date and compatible with the Photon Cloud. Even if you host a server yourself, this gives you the most features and improvements on the client side as well.
Client side, you then can use the LoadBalancingClient class.

About the physics:
You could try to find a deterministic physics system and skip the one of Unity.

Alternatively try something like this:
If the differences are small per turn, you could sync all ball positions when they stopped. If it’s really just “a bit”, then nudge the balls when they stopped.
When you delay sending the hit, you could maybe send the final position of everything before the other player’s device finished moving the balls. Then you can correct the physical movement maybe before it stops. This might be visible, too.

In worst case, send all places of collisions and their resulting vectors and speeds. If you minimize the data per collision, then you should get it across, too.