Ok I am new to the Unity3d engine scene and I think I need a little help from those of you with more unity network experience. I hope I misunderstanding a fundamental concept here that will explain my problem or I am just not setting some flag.
In any case here is my dilemma:
I have two game instances setup and running. A is the server while B is a connected client. A is NOT dedicated. The application I am creating is shared network view application, a specialized digital whiteboard of sorts.
Player A spawns 5 objects from a prefab that has a network view attached and is doing reliable delta compressed state sync. When A moves any of these objects B correctly sees them move in real-time so this seems to be working. When B moves any of these objects A does NOT see any of them move.
Same deal if B spawns 5 objects. A sees them move when B moves the objects but B doesn’t see them move when A moves them.
Is their some fundamental ownership of syncronized gameobjects such that only the player intiating the Network.Instantiate() can actually update the gameobjects position and have that update be transmitted to other players? If that is the case is their a way to switch this ownership after the instantiation?
Should I drop the out of the box state synchronization and roll my own with RPC calls? I can do this though it would be nice to use the built in sync features. The out of the box sync is compressed and predictive and while these features aren’t required for my app it certainly would be cool to keep (it only makes everything smoother). Has anyone in community rewritten those RPC functions(syncing tranform, animation and rigidbody) so that we can have access to change them to support a situation like mine?
Thanks for any help anyone can provide.
That said I am loving Unity3d. I have used quite a few other 3D engines, Torque especially, and I am extremely impressed with Unity3D thus far. I have been playing with the engine for about 2 weeks now and I have to say this is the easiest and one of most powerful engines I have used. Bravo Unity devs and designers!!!