every tick- > sync object
I don't think you should use it like this, it supposed to be trigger once, right?
I think we need more multiplayer examples with included, hp bars, destroying entities, switch weapons, more examples or one example updates.
Keep data on host, only sync instance variable for display.
This should be covered by host.
Peer send a message (reliable), host receive it then process/update to all peers -or- change the instance variable so all peers have updated visual. mechanic wise as in the damage amount done by certain weapon is still best covered/calculated by host.
@Ashley If I were to suggest a new official example, I would say a turn based game (bingo or tictactoe) or something like rock-paper-scissor. This is to emphasize correct use of send message and broadcast message which I think most people disregard it's awesomeness.
Note: Beginners really hooked to sync object, and thinks it's the only way to sync things, based on my observation of question thrown out before.
I don't know what is the philosophy of other people use for multiplayer, but my philosophy is , host=calculator, peer=visual update only. If the host is player then host=calculator/visual update.
Maybe the only MP beginner tips that I can give is do not calculate anything on peer.
Its really diferent and confusing when make simpliest multiplayer game.
The pong example is a great example of how a small [2-5 event] game will turn out if MP implemented. It's that kind of "**upscaling**".