I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform.
The two player characters are shown as running along the same path and must do simple actions (jump, slide, powerup, etc.) to pass obstacles.
When a message comes late, the game assumes the remote player passed an obstacle. This usually works well, but in case a player is killed by an obstacle, I want the remote player to appear to die on the same obstacle/position as local player. Due to latency, the remote player appears to have crossed the obstacle before the message announcing their death even arrives.
How can I keep the players synchronised?
I tried moving the remote player back to the local players death position immediately as the death message arrives, it looks awkward visually and might raise other syncing issues.