Another guy from the game here!
Local input prediction won't work unless the player's inputs directly control the object and are also run by the host, as described in multiplayer tutorial 3.
This is what we did. We connect 2 physics objects via the revolute joint and the players control the whole construction ('the player object') by applying forces to both objects at the same time (see picture below).
The problem is, that the joint does not seem to work properly on the peer side. The physics objects don't keep their distance as soon as the peer starts to input something and the forces are applied (see picture below). On the host everything is correct of course.
For just syncing objects in general, it should not matter what behaviors you use. Simply run everything on the host, then on the peers disable all the behaviors and sync object will move them like they appear on the host.
We tried this for testing purposes and it worked perfectly fine, as expected. But this is not the solution since the peers need direct feedback on their inputs.
Our question here is:
Is this a bug with multiplayer/local input prediction? (My guess is that the forces are applied correctly in regards of the joint but then overwritten by the local input prediction which is just ignoring the constraints).
Or is it just not possible to control connected physics objects on the host and the peers with local input prediction?
Maybe we just did something fundamentally wrong but we tried everything imaginable and don't seem to be able to solve it ourselves.
If you need a .capx, I can create one for you of course, when I got some spare time. But I hope the images and descriptions are clear enough now. Feel free to PM me or just answer right here.
@Ashley: Thank you so much in advance and for making all this possible in this wonderful program of yours!
We keep recommending Construct to our friends and fellows!