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Question by Ssiroo · Sep 22, 2016 at 03:56 AM · physicsnetworkingmultiplayerphotonsynchronization

What's the best method to implement multiplayer on a Billiard game ?

Hello,

I'm making an online billiard game. I've finished all the mechanics for single player, online account system, online inventory system etc. Everything's fine but I've gotten to the hardest part now, the multiplayer. I tried syncing the position of each ball every frame but the movement wasn't smooth at all, the balls would move back and forth and it looked "bad" in general. Does anyone have any solution for this ? How do other billiard games like the one in Miniclip do it, I'm honestly stuck here and frustrated as it took me a while to learn Photon networking then to find out it's not that good at handling the physics synchronization.

Would uNet be a better choice here ?

I appreciate any help you give me. Thank you!

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avatar image Ssiroo · Sep 22, 2016 at 06:13 PM 0
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Bump. Anyone has any opinions ?

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Answer by IVPathfinder · Mar 16, 2017 at 08:27 PM

I'm in a similar pickle as well. This PlayerPrefab thing in NetworkManager has got me all convoluted and confused, our games don't have a central Gameobject that should sent over the network.

These types of games can be efficient over a network if game logic is sent over the network rather than positions of game objects, this would most definetly be and UNET.

For example, player 1 does something to a ball/multipleballs, each ball will have a UNET / RPC or COMMAND that will send the movement/physics data to player 2.

On player2 there will be a clientRPC or Command script that will update the correct balls using the movement/physic data, then execute animations.

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