Godot Version
4.4.stable.mono
Question
What am I missing in this multiplayer synchronization?
Context
I am working on the online multiplayer part of my game where I have a host and a client. Both are players (pvp). I am using multiplayer spawner, synchronizer and rpc.
player.gd collision detection:
Here I am detecting collision using Area3D node on player and calling hit_the_ball function for hitting the collided ball.
Shooting the ball on input from user:
Here I am taking user input (from line 90). Then instantiating the ball and giving it impulse.
Problem:
When Host player shoots the ball and it collides with the client, then ball hit by the client is seen on the host side but not on the client side.
This video guided me: YT Video
Where is the synchronization breaking? and why?