In the past week got the rigidbody controller working across the network. Updated the test scene to include a "soccer stadium". Just an enclosed space which re-positions the ball if it gets out of bounds. The controller is working quite well. The visual representation is still quite basic, with just rotating to point in the direction of travel (or velocity of the rigidbody). Works great in most cases. Not so good when you get on a moving platform! Also, the visrep updates are not propagated across the network, so on other clients your avatar does not rotate.
Next steps are to do a minimum pass on the visrep rotation issues, and to get them updating on other clients. Then on to object selection, and the UI/Display for that. Was talking to Adam about it, and he gave some good examples. The way Sonic Adventures 2 displays the button and action that can be taken is great. What is not great about it is that there is no indication in-world of what object currently is going to be affected by the action. Rim-light or outline will take care of that. Also, the description of the actions available appear in the upper right of the screen, divorced from the object itself. While i like the consistency of location, it takes your eyes away from what you are concentrating on. So, will try something where that info is located beside the currently selected object. While Adam's other reference for how it might look was this:
I'm not sure i'll be able to get there on version one!