#Clients can't interact with NetworkRigidbody2D GameObjects while host can

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jovial quartz
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I have an object that a player can interact with and move around.
The player can only control the player itself, but by moving into that object they can move it.
When opening a server with a host and a client, only the host can move the object around.

I have a NetworkIdentity, NetworkTransform and NetworkRigidbody2d for the players and the object.
Note that I want the movement of the object to be physically correct, I do not want to add a controller to it and recreate the physics of its movement.

Is it possible to do this without creating commands and RPCs and recreating the physics based motion?

ivory hull
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RPC commands are how this is done. Only the host/server should be interactive with networked physics

#

You'll otherwise have to make some kind of client prediction system. Even that will be sending inputs with RPCs

jovial quartz
ivory hull