Photon Fusion multiplayer networking with shared anchors...
I have worked at it all weekend, and I'm having trouble wrapping my head around how to synchronize rigidbody objects over Fusion networking so that multiple players in the same physical room can see the objects in the same place. My confusion is centered on the fact that the physics are run on the server, and Unity requires the physics to be in world space (correct?), so the position data that Fusion sends is in SERVER headset world space. But each client headset in the room has its own unique world space, and the renderer will take the networked position and render the objects in the individual player's world spaces, which will differ from the server. To have all users see the physics objects in the same apparent location, the objects need to be set as children of the spatial anchor (right?) that everyone shares from the Meta cloud server.
Can anyone with Fusion AND shared anchor experience give me an overview of how all that works? Or point me to a shared anchor / Fusion sample project? I understand how to, and have made networked physics interaction apps in VR, where world space discrepancies are irrelevant, but trying to get objects synched into a shared space is racking my brain!
