ExecuteCommand vs SimulateController

edited June 9 in BOLT Engine
Which way should I choose?

I have a simple code to create arrows, sample code here; http://forum.photonengine.com/discussion/9923/executecommand-is-it-possible-to-organize-any-additional-checks-so-that-the-method-works-correctly#latest

And in the first and second methods, the code works in different ways, and in the wallpaper cases wrong! If I use ExecuteCommand the client creates several arrows instead of one, If I use SimulateController everything works fine, but then do not work another method that I use as an auto sight. If I use a shooting method SimulateController Bolt ignores the calculation of the position of the LookAt () method
//auto sight method
void AvtoAim(){
var players = FindObjectsOfType<AvtoAim> ();
foreach (var player in players) {
if (player != this) {
if (Vector3.Distance (transform.position, player.transform.position) > 4) {
Transform target = player.transform;
transform.LookAt (target);

Which way should I choose, for creating arrows with components of a collider and rigid body, for this to work correctly?


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