Another question. Do I understand it right, that SyncTransforn component is not working in the combination with physics objects?
We were trying to build a snowball fight experience in VR, but noticed that the new instanced snowballs are not visible for others, if there is a Rigidbody component on it. (After removing Rigidbody the snowballs were visible again).
Is there an another way to sync physics-objects in Networking? It would be so fun
Networking physics is not really supported at the moment.
Also note that SyncTransform does not automatically spawn the object on all users in the room - if you want to spawn a snowball for all users you need to use syncInstantiate (there’s a similar call on the AssetReference type) - but again: physics networking is not really supported. What you can however do is manually calculate and update the snowballs trajectory and react to it hitting some object
we had another idea - in one of needle samples, there is a cannon object, where you give an impulse to a ball.
If each on the VR player would get a cannon-similar object (via syncInstantiate) and then each time somebody fires - we send an event to all players with the information : which cannon fired, its position and rotation, and maybe impulse-amount, then it should work, right? since we don´t sync the positon of the physic-balls, but create a new ball for each player in their world?
That could work yes. I think in the case of a snowball fighting game it’s not noticeable anyways if the ball is phyiscally accurate for all instances