- Home /
[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?
Your answer

Follow this Question
Related Questions
Unity networking tutorial? 6 Answers
Networking pattern for team-based play 1 Answer
Networking Camera not attaching to instantiated object 2 Answers
Animation over network using rpcs 0 Answers