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Question by crezax · Feb 17, 2017 at 07:11 PM · networkingmultiplayervisibility

[UNET] Delay client object destruction

I am working on online game that has characters with stealth. The visibility system for UNET works perfectly for this - I just update observers and no data about stealthed characters is sent to players that don't see them.

But, there is a problem - when a player performs some action and then uses stealth, if done fast, may cause the visibility system to destroy the character for other players in the middle of animation. For example:

  • player performs attack + stealth

  • attack animation executes on other clients, in the middle of animation clients receive a message from UNET visibility system, that the character isn't visible and destroy the character

Would it be possible to somehow delay the destruction on the client, so the attack animation finishes before the character is destroyed?

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