Thanks, jean - that makes sense!
Here's a question:
I have a Scene Object with variables that are successfully syncing over the network. The problem is that when a new player joins, he sees the variables in their start state, even if they've changed. So if player1 changes a variable before Player2 joins, Player2 will not see the same value as Player1.
For example:
StartPoint1 is an instantiated scene object (instantiated by the master client). Starting values are:
Occupied=False
CharacterSelected=False
Player1 joins and StartPoint1 is set to Occupied=True
Player2 joins and sees StartPoint1 as Occupied=False, so Player1 is placed on StartPoint1 instead of StartPoint2
However, when Player1 chooses his character, StartPoint1 is changed to CharacterSelected=True
And Player2 sees the boolean change as expected
In other words, Player2 only seems to be getting variables synced if they are changed while he is in the room. He doesn't see any changes that took place before he arrived in the room.
Hope that makes sense - I appreciate any help!
*EDIT: I figured it out.
I have a Start state that sets all the variables to Occupied=False. I incorrectly assumed that this would only happen on the master client. It turns out that Player2 was resetting it's variables on join.
I fixed it by checking if it's on the master client. If true, set Start Variables. If false, do nothing. (Image attached)