Using Photon PUN2 the non-master clients are LAGGING

I am creating a 3D lowpoly multiplayer soccer game for 4 participants.

When i build the game and run it from the Game Mode in Unity and from the Build exe. in my computer it runs and sync.

The problem is that in game whoever created the room (master client/admin) is experiencing the photonview smooth with no lags and the guest clients (non-master clients who joined) are having laggs. the ball is not synching properly. The sync of movement of the players is fine.

Does someone knows what could cause this?

Please note that I’m relatively a beginner in unity and in Photon especially so if you have a solution, please try to elaborate as much as you can so i could try it out.

Thank you very much

The ball is a physical object in your case and that causes a conflict between the local physics simulation and laggy updates from other players. The updates are always delayed but “insist” this is the place where the ball definitely was.
This is pretty hard to get right due to lag and variance in it. Especially, when things become competitive and the ball bounces off players a lot.
I do not have a suitable solution for PUN.

I would recommend Quantum for soccer games, as it is capable of hiding most of the related issues for you. If you do a mobile or web game, I Quantum is almost a “must”.

Fusion might also be fine for this, if you hand over control of the ball in a clever way but still there will be edge cases.