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Network interaction of objects
I have a server tank shoot a bullet at a cube (with rigidbody). The target cube is Network Instantiated from the server tank. When Server tank shoots the cube, it is moved on both the server and client tank windows. When Client tanks shoots the cube, it "jitters" on the client, but does not move... and is not seen to jitter at all on server window. When Client tank pushes the cube, it is moved on both windows (thanks to the Network Viewer watching the transform of the cube).
So...how does a bullet NetworkInstantiated by the Client affect the Cube, NetworkIntaniated by the Server... so that the Cube changes its transform (which IS monitored)?
The bullet prefab has a Rigidbody and a capsule collider, and seems to work well in the Server Window... I assume that I can change the owner ID of the bullet to the server tank once it's instaniated, but... it seems kind of silly.
Answer by Oktawian · Jan 04, 2018 at 01:54 PM
I do not know if I will say it well but from what I know it is impossible to do such interaction from the client's level. Everything should happen on the server in the sense of all physics because it will only work there. But if you want to do it, you need to send to the server information about the forces with which you would like to act and then simulate on the server. This server is a simulation and not a client. The client is just an observer and can send commands to the server, for example moving or requesting some data. It can also create new instances but it still has to ask for the server if it can do it.
I do not know if I helped but I'm currently doing multiplayer and I had to understand a lot of things.
Cheers ;)
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