I’ve been using NetworkView to synchronize the state of the GameObject (rigidbody).
They’re running well and I’m satisfied Unity’s Network components.
One issue I have for now is to control the object in both side of server and client.
Now, state synchronization is only one-way and client couldn’t update its objects’ state to the server.
I want to both of server and client to control the same object.
If you have much experiences of network and multiplayer game development in Unity, please let me know the best solution.
make an RPC calls from user to server that sends user's controls and applies on the server side, then sends to all users a result of action
solution 2
make (network-instantiate) a dummy (empty) object by user and control it in a normal way. you should not instantiate this object on other remote player's PCs. only on the server. than translate actions of this dummy object to real object on the server.
AFAIK you cannot change a direction of networkView synchronization. it always reads data on object’s instantiator and writes to network copies