How to optimize the frequent generation of many bullets

What I want now is for the server to only tell the client the generated point,
Control of the bullet is still controlled by the client.

I can only think of using RPC at the moment, if using RPC, will the client bullet have a delay when the network is not good?

Is there a better way?

Another question is how to use the Ghost Authoring Inspection Component?
I often get errors when using it
I can’t find a specific explanation for these options

And how do you modify these

Hi, can you provide a bit more information about your bullet spawning scenario? What are the purpose of the points you want to communicate to the client? If they are to be client controlled can you explain why they need to orginate from the server. Trying to get a better handle on your issue.

To aswer your second question the S,IC and PC buttons are toggles for the GhostPrefabType for that member see Enum GhostPrefabType | Netcode for Entities | 1.2.3
The buttons map as:
“S” isGhostPrefabType.Server
“IC” is GhostPrefabType.InterpolatedClient
“PC” is GhostPrefabType.PredictedClient

‘Send to Owner’ displays the SendToOwnerType property declared on the Atrribute for the member see Enum SendToOwnerType | Netcode for Entities | 1.2.3 and Class GhostComponentAttribute | Netcode for Entities | 1.2.3

‘Send Optimization’ selects the GhostSendType for this member, see Enum GhostSendType | Netcode for Entities | 1.2.3
The options map as:
“Never Send” is GhostSendType.DontSend
“Always Send” is GhostSendType.AllClients
“Only Send when Known Interpolated” is GhostSendType.OnlyInterpolatedClients
“Only Send when Known Predicted” is GhostSendType.OnlyPredictedClients

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All of the info (and more) is also avaliable in the tooltips. I thought they were broken but they just don’t show up if you are in playmode :smile:

Thank you for your answer.

For the bullet problem I found that I didn’t need to worry about the server at all, now I just need to generate it directly on the client side.

I now have another problem, my player is Ghost but my client uses RVO2 but the server does not, I want the player’s Position to be controlled by the client but the rest of the player’s components to be controlled by the server. The Position server is only responsible for transmitting to other players,