I have a small issue I can’t really figure out how to solve.
I have enemy AI that spawn, that have a death sequence in the form of a buffered RPC call. It plays a death animation, waits a few seconds, fades out the renderer, then Network.Destroys the object.
However, when a new player connects, he doesn’t really need to see the death animation or the fade, he doesn’t really care if the enemy ever existed. So I was wondering if I could somehow send an RPC to simply Network.Destroy the object to the buffer for newly connecting clients, and use an unbuffered rpc for the death sequence for currently connected players.
Is there a way to achieve something like this?