- Home /
 
               Question by 
               TheUninvited · Apr 29, 2020 at 03:25 PM · 
                unity 5multiplayer-networking  
              
 
              Multiplayer ball not syncing properly using mirror.
Here is what is happening: https://youtu.be/hplh3X50xSY
 public class Ball : NetworkBehaviour
 {
 
     
     private Vector3 lastFrameVelocity;
 
     [SerializeField]
     [Tooltip("Just for debugging, adds some velocity during OnEnable")]
     private Vector3 initialVelocity;
 
     [SerializeField]
     private float minVelocity = 10f;
 
     
     private Rigidbody rb;
 
     private void Awake()
     {
         rb = GetComponent<Rigidbody>();
     }
 
     public override void OnStartServer()
     {
         base.OnStartServer();
         
        
     }
 
    
 
     void Update()
     {
        
             lastFrameVelocity = rb.velocity;
         
         
         
     }
 
     private void OnCollisionEnter(Collision collision)
     {
         if (collision.gameObject.CompareTag("Player"))
         {
             Bounce(collision.contacts[0].normal);
         }
 
         
         
     }
 
     private void Bounce(Vector3 collisionNormal)
     {
         
         var speed = lastFrameVelocity.magnitude;
         var direction = Vector3.Reflect(lastFrameVelocity.normalized, collisionNormal);
 
         
             rb.velocity = direction * Mathf.Max(speed, minVelocity);
             Debug.Log("Out Direction: " + direction);
         
 
         
         
     }
 
 
 
 
 
 }
               Comment
              
 
               
              Your answer
 
 
             Follow this Question
Related Questions
Can I see how many bytes are being sent by a particular SyncVar variable? 1 Answer
How to set namespace in packet of socketIO using unity3d 1 Answer
RPC and Command Calls OR Network messages for syncing variables across Server and Client? 0 Answers
Unet Multiplayer, Have same layout for each player in 2D game. 0 Answers
 koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                