public void RemoteKilled() { Instantiate(explode, transform.position, Quaternion.identity); // Only the source player GameObject should be respawned. // SceneSpawner will handle the remote duplicate creation for the respawned player. if (networkId.IsMine) { GameSceneManager gameSceneManager = FindObjectOfType <GameSceneManager>(); // Call the DelayedRespawnPlayer() method you just added to the GameSceneManager.cs script. gameSceneManager.DelayedRespawnPlayer(); // NetworkID will find its SceneSpawner and remove its spawn records. // The Networked GameObject will be destroyed across the network. networkId.Destroy(); } }