The player’s guns fire on the client and server, the projectile displays, it’s spawned on the NetworkServer…But the projectile jumps from position to position, rather than smoothly interpolating.
The projectile is a light and a particle system as sub gameobjects of a pivot object. Images:
You must set the projectile’s velocity BEFORE NetworkServer.Spawn() is called on the server.
You should set the NetworkSendRate to zero for a bullet, unless it will change direction during flight.
I think I’ve narrowed down the problem; interpolation is scaled depending on how close the other players are. Farther players and objects seem to be interpolated less.