BulletNetworkEntity
public class BulletNetworkEntity : DirectionalNetworkEntity, IDamage
{
public int dieTimer = 100;
public int creatorEntityID = -1;
public int playerID = -1;
public float bulletSpeed = 0.16f;
//...
The bullets in this example only move in 1 of 4 directions and work in a slightly unique way. Players who shoot bullets will want to see their bullets moving normally after they create them, but to avoid any network latency difference in creation of the bullet locally for a client and when the server gets to it, the Bullet is setup to ignore server lerping and can even fake destroy themselves if they hit something.
All other clients will get the bullet lerped for them for smooth movement. Therefore bullets the local player creates by shooting are only predictions and may not hit the thing they appear to be hitting. The server still hold authority of actual hits and bullets are no exception.
Look at PlayerNetworkEntity to see how to build NetworkEntities for this type of scenario.