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Unity's physics engine isn't deterministic (ie. the results aren't always the same on all computers) so I haven't Idea that how billiard games Implemented.Is there a way to Implementing fake and deterministic physic in unity? I mean I want to make billiard without using Rigidbody

http://www.bezzmedia.com/swfspot/tutorials/flash8/8_Ball_Pool

I found this open source project that didn't use physic! this is what I need but unfortunately it's full c++ and I haven't enough time to convert it to c#

http://downloads.sourceforge.net/foobillard/foobillard-3.0-win32-2-bin.zip

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  • \$\begingroup\$ id have expected all that to be uniform across all platforms \$\endgroup\$
    – BugFinder
    Commented Apr 15, 2019 at 11:36
  • \$\begingroup\$ @BugFinder what do you mean ? can you explain more \$\endgroup\$ Commented Apr 15, 2019 at 11:41
  • \$\begingroup\$ answers.unity.com/questions/1421193/… \$\endgroup\$
    – Zibelas
    Commented Apr 15, 2019 at 11:43
  • \$\begingroup\$ @Zibelas hi I saw it before but it's wrong because results is different and unity physics is non deterministic.unfortunately I loose my hope! I don't know how can I make multiplayer billiard? \$\endgroup\$ Commented Apr 15, 2019 at 11:47
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    \$\begingroup\$ So @SeyedMortezaKamali, you started by searching for existing guides to this classic physics problem, including game-specific guides and existing Q&A here and made your best effort to implement it based on all of this research, correct? What have you tried so far, and where exactly are you stuck? \$\endgroup\$
    – DMGregory
    Commented Apr 15, 2019 at 12:56

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