It's not a bug.
You also don't need object uid or alias or anything.
If you have a list of peerids, then you simply create a object for each of them. Set the instance variable to each peer id in order, and sync it.
Hey oosyrag,
Regarding the bug status, I am not that sure but that's my own opinion. OnPeerConnected or OnPeerMessage from my point of view should set the peerId to the context, so no matter you create a character in both of this event, you should have the right and proper peerId.
For instance, on the multiplayer sample from Construct's team (hope that attaching multiple screen will works...) :
So why it's not the case when I have this on my side ?
The only difference is that PeerId seems not correctly "transmitted" to the CharacterCreation in case we receive a peerMessage. And what is so strange, is that my code sometimes works, sometimes don't. It's not clear when exactly peerId is set which is not convenient, maybe you can tell me more about that.
Regarding your suggestions, unfotunately, is it not possible. On host side, everything is fine. Peer/host seems associated.
The issue is located on peer side. As soon as the character is created on server side, since it's "sync", it is also created on peer side. However, seems that this is the only things that happen, any variable on character is not sync on the peer side. In order to be sync, the peer side need to associate the newly created character object to a peerId, which cannot be found in any way.