Is this example a good way:
extraScene = SceneManager.CreateScene("Scene", new CreateSceneParameters(LocalPhysicsMode.Physics3D));
SceneManager.MoveGameObjectToScene(m_MyGameObject, SceneManager.GetSceneByName(extraScene));
Is calling SceneManager.MoveGameObjectToScene resource intensive? Especially if it is called frequently, e.g to spawn local visual only projectiles at a quick/frequent rate?
The reason why I'm doing this is because the Physics.Simulate is being called on the main scene. My offline bullets on the local client is moving faster even though it has the same velocity as the same projectile on the host player. I'm assuming Physics.Simulate is the cause of this discrepancies. Hence I'm assuming I should run all offline rigidbodies in a separate physics scene (correct me if I'm wrong).