Hello there. I am working on a respawn system that operates like this:
- Player A kills Player B
- Player B updates an object called UserStorage that requests a respawn from the server
- Server sends time until respawn
- UserStorage instantiates a new ship for Player B when time is up
The problem I am having is that any object originally in the scene is owned by the server(As in the NetworkView.owner is 0 for the server)
Also when I call Instantiate() the owner is the server
The only way I can get the UserStorage to be owned by the player is to call a Network.Instantiate, which means that every client now has a UserStorage for that player, which seems unneeded.
So my question is this, is there any way to do a local instantiate call and have the owner be the client the instantiates it rather than the server?