Back to Multiplayer Object... for example small lag when new user join room. If you create smooth animation or movement, all objects lag when new user connect.
I never experienced this, how many object are you using? I used a lot before, and found out host bandwidth is the limiting factor. That is why a lot of my answers in this forum emphasize on not using the sync object when it is unnecessary. I doubt it's a bug on plugin, most likely bandwidth problem.
Śometimes I see ghost Host user (I use same name for all hosts) even if they are at different instance and room! Host join an empty room but this ghost user is already in (and is host too for different room and instance)!!!
Have you reported this with capx? I never tried this, if it is genuinely a bug, then report it. Or give me link if you have reported this, I'll check it out.
Peers not want to leave room or even log out from server (this happens all the time). I saw this problem at someone else here on forum. So If I want a Peer to logout, I must ose Browser.reload().
Are you sure your event is properly executed? I never experience this problem as well, I can even automate the process of leaving/joining room without problem but I admit the events are not simple at all.
Sometimes if you active EditBox or stuff like that (I think it have something with focus ability), Multiplayer Object stops receive (or send?) messages. Friends sometimes report this and it happens lots of times when they start type chars into chat...
I never tried this as well, ditto to second point.
BTW I not use Sync or other functions. Only use SendMessage. This work well but sometimes it looks slow even when ping is < 20ms. I saw lags over seconds at one browser window while second browser was allright!
I totally expect this, because send message is a reliable-type feature, it is designed in a way that the data packets are arrive no matter what. Lags can accumulate if you sending to much message per tick, and even worse lag if it is reliably ordered. Use different mode of reliability to mitigate lag issue. What is your case of use anyway? If it is real-time non-informative data, just positional object data or dynamic data, you should be using sync object or sync variable.