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Network.Instantiate not the right approach?
Hi all,
If I network.instantiate an object, and send it to RPCMode.All, then all players have that object created. Even if they are way out of range to know about that object.
Even if I manage to use network.instantiate on only those players who are in range at the time, what do I do when a previously out of range player comes into range? The network.instatiate call (which is basically a buffered RPC call as far as I understand) won't fire.
Hoping someone can give me some pointers on how this should be handled, it feels like I am down the wrong road.
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