Hi, I’m having a little trouble setting up an authoritative server using Photon/playmaker. Basically, I’ve followed the Playmaker Photon documentation, and it all works fine, but as my game’s heavily physics dependent (each player is a Rigidbody that need to interact with each other), I’ve opted for a server authoritative setup. I believe this should be possible by essentially swapping out the ‘getismine’ checks where I set/update the position/rotation in each player, and replace them with ‘is master client’ checks. So far so good...
But the issue I’m having is, only the master client’s player is shown to be updating/moving on all clients. From the master client’s perspective all works perfect (all client players moving fine etc.). But on each of the clients, their players are snapping to 0,0,0 as that’s the ‘position/rotation’ value they’re supposedly receiving from the master client for their players. But checking in the editor, the master client is definitely setting their position/rotation variables correctly, so the issue just seems to be that these variables aren't syncing correctly. I have the pos/rot variables in a separate Fsm and set to NetworkSync, with a PhotonView watching this Fsm, so I believe it’s all setup correctly and should be working. But obviously it isn’t... feels like there must be something really obvious I’m missing, but can’t figure out what it is. It’s just the fact that the master client’s player is shown working across all clients that’s really confusing me, as it means the syncing is definitely working to an extent... and if I swap my 'is master client' checks with 'is get mine' instead, then all clients are syncing their own players and all works absolutely fine (but obviously no good for my authoritative server setup!)
Anybody have any ideas where I might be going wrong? Thanks so much for any help!