fix: despawning enemies instead of destroying them #74
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Enemy GameObjects used to be destroyed on both clients and server when hit by a bullet, and the saucer enemy used to be destroyed on the server when going out of frame. This is not the recommended usage with NetworkObjects. In this case, it was not triggering the cleanup code present in the OnNetworkDespawn methods.
This PR changes this so that now the server despawns the NetworkObjects, letting NGO handle the destroying of the associated GameObjects.