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Question by Tibelius · Feb 04, 2014 at 08:06 AM · c#collisionnetworkingmultiplayersynchronization

Synchronizing parented objects' position and rotation & handling player collision

Hello there!

I'm having great trouble with synchronizing the rotation and position of gameobjects during network play. The goal is to have two somewhat ragdoll humanoids punching each others. But to achieve this I need to send position and rotation data to the other player with the parent info. At the moment I'm able to get the necessary data across, but it still doesn't work well. Objects keep missing and flying around. Also latency is horrible, since I don't know how to predict rotation.

And with prediction comes the other point. If I have predictions, can I ever be sure that the two players experience collisions (punches or other interactions) EXACTLY the same way. In this project collision accuracy and individual body parts' Transform data are critical.

I don't know what info to give now, so I'll link the scripts and the actual project file so you guys can see what I'm talking about. Point is, I can sync all necessary data.

PlayerScript (PasteBin)

TestScript (PasteBin)

Unity Project File (DropBox)

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