I'm making a simple game to get the hang of p2p multiplayer. I have a player and a vision cone for the player that determines what the player can see, the vision cone should only be visible to the player it is assigned to. To do this, I made it so that if you are a peer, you delete the existing cone for the host and create a non-synced vision cone on only the peer's screen. This way the host does not see the peer's vision cone and vise versa. The problem I am having is when I pin the cone to the player on the peer's end, when I run it, the cone does not follow the player.
Can the pinned object not be moved because it only exists on the peer's side and the host has to move it?
Or is this a problem with the multiplayer plugin or the pin behavior?
Is having clientside objects that only exist for the peer even possible?
Any insight would be much appreciated.