Hey all, I'm making a game where players are able to fire slow(er than bullets) moving projectiles. My current setup has clients tell the server when they'd like to spawn a projectile, mask the RTT with some animation, then use NetworkServer.Spawn on a server method to spawn the projectiles on the server.
I'd like to move to a client authoritative spawning method in order to make client gameplay snappier and more responsive. Is there any existing pattern built into mirror for this? I know I can't use NetworkServer.Spawn from a client. Is there any workaround to yield similar results to that though? Ideally, I'd instantiate a projectile from a client and then my client would tell all other players to instantiate the same projectile as well as send updates on position. The local player would have more responsive projectiles and other players versions would be delayed, but that is better than the alternative that I'm in now.