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Proper way to Enable/Disable GameObjects on All Clients (Object Pooling)

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I'm working out an object pooling system for a multiplayer game, and the cleanest way is to enable/disable the gameObject across the network. There are other ways, such as enabling/disabling certain scripts/components/behaviours.

Is enabling/disabling gameObjects that have NetworkIdentities supported by the HLAPI? I often get the warning "no free events for message" followed by a crash for the remote client.

I've tried ensuring the enabling/disabling happens on all clients at the same...

Proper way to Enable/Disable GameObjects on All Clients (Object Pooling)

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