I did it without syncing up movement, as that will slow the game down very quickly. Just use a frame consistent transform.translate to move the projectile, and have the owner destroy it with an IsMine wrapped around a PhotonNetwork.Destroy(); Although you may think not synchronizing projectiles is dumb, you'll soon find that doing this will almost always work smoothly, and without an apparent hitch in hit detection, and even visuals.
Answers
Although you may think not synchronizing projectiles is dumb, you'll soon find that doing this will almost always work smoothly, and without an apparent hitch in hit detection, and even visuals.