When I NetworkServer.Spawn(ob)
a gameobject and make it a child of a transform.parent
after it spawns on both the server and client it usually lags, meaning it takes some secs to align with the transform.parent
which is the player
Example : Instantiating a GameObject containing a ParticleSystem which gives the parent somewhat an effect, smoke or something in that direction, in the host client every object usually has a smooth movement where as in the connected client it goes very rough and slow, like every gameobject having a low fps except the main client player prefab
So i was thinking spawning the same effect on both clients so it wouldn't have to sync from the server to the client which uses it instead it only would have to sync inside the clients game, it might not have the same particle movements but it wouldn't make a difference