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Question by Dr-Dreams · Aug 13, 2018 at 06:37 PM · physicstransformmultiplayermultiplayer networking

Having issues with deterministic physics in my multiplayer game. Any ideas?

Hi, I'm currently making a multiplayer game. It is a 8 ball pool game, with 2 players each taking turns. Now, I've got most of the stuff done, but the main issue I'm having is making the physics deterministic. When I take a shot on the 1st client using addforce, the same amount of force is sent to the other client. But, the problem lies in here that when the 2nd client simulates the shot, even though the same amount of force is applied there, the shot is totally different. The balls travel at different speed and the collisions are not the same.

Now, I am performing average out after each shot so that the positions of all the balls will be in sync. And I've also experimented with Physics.Simulate() but I'm not getting encouraging results. Any ideas and suggestions why? Some help from who have already made their own multiplayer games would be greatly appreciated! Thank you.

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