I'm mostly just curious: if I use
Network.Instantiate() to spawn a
GameObject on multiple clients, do I need to use
Network.Destroy() to remove it, or would it be safe for all the clients to just
Object.Destroy() it locally (assuming, of course, that they all destroy it)?
Phrased differently, are
Network.Destroy() pretty much just RPC wrappers around
Object.Destroy(), or do they do additional work behind the scenes that makes it necessary to use the
Network versions on both ends of an object's lifetime?
Jun 28 '12 at 09:54 PM