Hello. I want to preface this by saying I am somewhat new to networking in Unity.
I am trying to set up a very simple interaction using NGO (Unity 6.3 LTS) but it is bringing me trouble. I have players set up with a rigidbody on them that are owned by each player (they each have network objects/transforms/rigidbodies as well). These work fine and allow the players to each move their character around the scene.
In the scene there is a cylinder barrel with a rigidbody on it as well. The cylinder has a network object/transform/rigidbody on it.
The main issue is the host can interact with this obect and push it around with their player character by bumping into it, but the client cannot. For the client side the Rigidbody of the cylinder is set to isKinematic. As far as I am aware, this is expected behavior in Unity. Disabling the Auto Update Kinematic State allows the client to at least push the object around but the movement looks very jagged and choppy, even with interpolation turned on. I could probably create an RPC for when a client collides with a barrel and then use that to push the barrel but its delayed and an extra step I don't want to do if I don't have to.
Is there any other solution that I am missing here? Seems like it should be a simple network interaction. Any way to make the client side feel good while they are interacting with it, similar to how smooth and easy it is for the host?
Thanks in advance to anyone who replies!!