Thanks, Jean.
So, right now only "Broadcast All" actually works. If you want to send an event through Photon, you can't specifically and easily target the FSM you want.
For instance, if you just want to send an event across the network, you have to broadcast a generic Global Event to every game object. Every variable must be converted to a string and you must build a new string with the photon_ID and name of the game object within the photon game object sending the information, followed by the information sent.
You then have to receive this information in a seperate game object that is enabled on every other client that breaks down the string back to the photon_ID and finds the child that sent it and also send to the correct FSM event by name with all the variables converted back from a string.
So, this all works but seems rather tedious and labor intensive and is getting very hard to keep in check.
There are other options: "Self", "Game Object", "Game Object FSM", "FSM Component", "Host FSMs", and "Sub FSMs" but none of these work.
Will it ever be possible to use these other options? And will we ever be able to send non-string variables across the network instead of converting every variable to a string, or is this something beyond the Playmaker-Photon proxy?
Should it not be as easy as selecting "Game Object FSM" instead of "Broadcast" to send an event directly where you want to instead of taking so many extra steps, or am I missing something?
Thank you, sir.