Is it possible to have client send command to other clients without delay in Unet?

Pretty much I have 2 players controlling their gameobject, and they shoot a gun. On photon I had the vector, etc figured out and then sent in an RPC to call clients so they ran the command to spawn the prefab with the information. With unet that does not seem possible. It seems the only way to do it is to have it run a [command] and then a [clientrpc] which causes the player to wait for the server to spawn the bullet, which, as you can imagine is annoying.

It works just fine if the player is the one who created the server, but, if they are just a client then it seems they have to wait. Unless I am not understanding this correctly, it is quite annoying! I have read through this a few times. http://docs.unity3d.com/Manual/UNetActions.html

You as (Client) tell the Server to spawn that object, or You as (Client) tell the Server to tell the other Clients to spawn that object.

Yeah that’s how I was originally doing it, but the prefab that would spawn was based on the information that the local player was giving (tag and layer) so on the receiving client it was backwards causing issues.