Okay, so I made AI ships for my space ship fighting game that can fight both players and other AI. I quickly found out that spawning a lot (which i was planning to do with some events) would cause extremely high projectile lag. To fix this, I made it to where the server sends info about the projectile (velocity, CFrame, etc.) to all of the clients and have the clients create their own projectiles, while the server deletes the original one. This worked perfectly in getting rid of the lag.
Then came a new problem: How would I detect hits? AI vs Player or Player vs Player would be fine, since the hit detection could be handled on the client’s side. However, AI vs AI has no client involved, and… as I stated before, the projectile was deleted on the server to get rid of the lag. Does anyone have some ideas I could try out? Thanks