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.
GameSceneManager gameSceneManager = FindObjectOfType<GameSceneManager>();
// Call the DelayedRespawnPlayer() method you just added to the GameSceneManager.cs script.
gameSceneManager.DelayedRespawnPlayer();
// Ask the SceneSpawner to destroy the gameObject.
// SceneSpawner will destroy the local Player and its remote duplicates.
NetworkClient.Instance.LastSpawner.DestroyGameObject(gameObject);