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How to handle SyncVar's when changing PlayerObjects?

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So I've got a character selection system after joining a server. It handles SyncVar string and int variables. I spawn an empty playerobject in-order to simply ReplacePlayerForConnection.

After I've replaced the char, I want to transfer the SyncVars associated with that empty playerobj. I could leave it inside the game and draw from hasAuthority Empty Player or delete it and transfer the SyncVars over to my new Character Script first.

Which would you do for optimization purposes?

EDIT:...

How to handle SyncVar's when changing PlayerObjects?

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