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Spawn two objects from the same prefab on client and server and then sync them?

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Comming from Lidgren library, I had a hard time understanding how variable synchronization and RPCs can lead to network prediction (the stuff clients do and show while waiting for the server's confirmation). As far as I can see it now, they do not lead to any :). The users (us) are expected to handle the predictions themselves.

For instance, if I am a client and I call CmdFire to launch a bullet, the actual bullet will only be shot (spawned) after the roundtrip time passes, which is INSANE...

Spawn two objects from the same prefab on client and server and then sync them?

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