This script should do the trick for you.
Save is as NetworkRigidbody and attach to your ball.
This kinda solves the latency issues. And all you need to do about the ownership of the ball is:
Each player has its own ball, on an event, say the player kicks the ball.
You send an RPC across the network and update the position of the ball in all clients.
Check this out:
http://docs.unity3d.com/Documentation/Components/net-RPCDetails.html
http://docs.unity3d.com/Documentation/ScriptReference/NetworkView.RPC.html
Although using too much networkviews can be desastrous.
I suggest you to look into photon networking, it's an api from http://www.exitgames.com/
//Note: Example code from the unity networking examples
using UnityEngine;
using System.Collections;
public class NetworkRigidbody : MonoBehaviour
{
public double m_InterpolationBackTime = 0.1;
public double m_ExtrapolationLimit = 0.5;
internal struct State
{
internal double timestamp;
internal Vector3 pos;
internal Vector3 velocity;
internal Quaternion rot;
internal Vector3 angularVelocity;
}
// We store twenty states with "playback" information
State[] m_BufferedState = new State[20];
// Keep track of what slots are used
int m_TimestampCount;
void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
{
// Send data to server
if (stream.isWriting)
{
Vector3 pos = transform.position;
Quaternion rot = transform.rotation;
//Vector3 velocity = Vector3.zero; //rigidbody.velocity;
//Vector3 angularVelocity = Vector3.zero; // rigidbody.angularVelocity;
stream.Serialize(ref pos);
//stream.Serialize(ref velocity);
stream.Serialize(ref rot);
//stream.Serialize(ref angularVelocity);
}
// Read data from remote client
else
{
Vector3 pos = Vector3.zero;
Vector3 velocity = Vector3.zero;
Quaternion rot = Quaternion.identity;
Vector3 angularVelocity = Vector3.zero;
stream.Serialize(ref pos);
//stream.Serialize(ref velocity);
stream.Serialize(ref rot);
//stream.Serialize(ref angularVelocity);
// Shift the buffer sideways, deleting state 20
for (int i=m_BufferedState.Length-1;i>=1;i--)
{
m_BufferedState[i] = m_BufferedState[i-1];
}
// Record current state in slot 0
State state;
state.timestamp = info.timestamp;
state.pos = pos;
state.velocity = velocity;
state.rot = rot;
state.angularVelocity = angularVelocity;
m_BufferedState[0] = state;
// Update used slot count, however never exceed the buffer size
// Slots aren't actually freed so this just makes sure the buffer is
// filled up and that uninitalized slots aren't used.
m_TimestampCount = Mathf.Min(m_TimestampCount + 1, m_BufferedState.Length);
// Check if states are in order, if it is inconsistent you could reshuffel or
// drop the out-of-order state. Nothing is done here
for (int i=0;i<m_TimestampCount-1;i++)
{
if (m_BufferedState[i].timestamp < m_BufferedState[i+1].timestamp)
Debug.Log("State inconsistent");
}
}
}
// We have a window of interpolationBackTime where we basically play
// By having interpolationBackTime the average ping, you will usually use interpolation.
// And only if no more data arrives we will use extra polation
void Update () {
// This is the target playback time of the rigid body
double interpolationTime = Network.time - m_InterpolationBackTime;
// Use interpolation if the target playback time is present in the buffer
if (m_BufferedState[0].timestamp > interpolationTime)
{
// Go through buffer and find correct state to play back
for (int i=0;i<m_TimestampCount;i++)
{
if (m_BufferedState[i].timestamp <= interpolationTime || i == m_TimestampCount-1)
{
// The state one slot newer (<100ms) than the best playback state
State rhs = m_BufferedState[Mathf.Max(i-1, 0)];
// The best playback state (closest to 100 ms old (default time))
State lhs = m_BufferedState[i];
// Use the time between the two slots to determine if interpolation is necessary
double length = rhs.timestamp - lhs.timestamp;
float t = 0.0F;
// As the time difference gets closer to 100 ms t gets closer to 1 in
// which case rhs is only used
// Example:
// Time is 10.000, so sampleTime is 9.900
// lhs.time is 9.910 rhs.time is 9.980 length is 0.070
// t is 9.900 - 9.910 / 0.070 = 0.14. So it uses 14% of rhs, 86% of lhs
if (length > 0.0001){
t = (float)((interpolationTime - lhs.timestamp) / length);
}
// Debug.Log(t);
// if t=0 => lhs is used directly
transform.localPosition = Vector3.Lerp(lhs.pos, rhs.pos, t);
transform.localRotation = Quaternion.Slerp(lhs.rot, rhs.rot, t);
return;
}
}
}
// Use extrapolation
else
{
State latest = m_BufferedState[0];
float extrapolationLength = (float)(interpolationTime - latest.timestamp);
// Don't extrapolation for more than 500 ms, you would need to do that carefully
if (extrapolationLength < m_ExtrapolationLimit)
{
float axisLength = extrapolationLength * latest.angularVelocity.magnitude * Mathf.Rad2Deg;
Quaternion angularRotation = Quaternion.AngleAxis(axisLength, latest.angularVelocity);
//this is some code from a character wich only rotated on the y axis
/*transform.position = latest.pos + latest.velocity * extrapolationLength;
transform.rotation = angularRotation * latest.rot;*/
rigidbody.velocity = latest.velocity;
rigidbody.angularVelocity = latest.angularVelocity;
}
}
}
}