More robust version of OnChanged?

WARdd ✭✭

I'm trying to use OnChanged property to spawn visuals when an object is destroyed/restored, simplified it looks like this:

[Networked(OnChanged = nameof(OnAliveChanged))] public bool alive { get; set; }

private static void OnAliveChanged(Changed<Part> changed) {



private void OnAliveChanged() {

if(alive) SpawnRestoreEffect();

else SpawnDestroyEffect();


The problem here is that Fusion will often flip back and forth multiple times whenever a change occurs, so when the part is destroyed it will SpawnDestroy, SpawnRestore on the next tick and SpawnDestroy again on the tick after that, so the effects start mixing in a way I want to avoid.

Is there a way to prevent that from happening, to say only call OnChanged when the change has been confirmed over the network?

Am I using the wrong approach here?