Fast forward physics

I have 2 networked unity clients. I would like to create a projectile on client A with some velocity v at time t0. Assume there is 200ms of network lag, how do I sync state with B? I was wonder if there is a way to ask the physics engine on A to simulate forward 200ms in game time and transmit the state for the projectile for t0+200ms instead of the state for t0. This way both clients will share the same state at time t0+200ms.

Have a script on the projectile that sends the position/rotation to the other client. Make sure the script is disabled if you are not the owner, or else the projectile would be sending to both people.