Great! I got this working....To distinguish the peerid from a non-creating peerid, I had a global variable "creatingPeerid" that I set it in host upon creation of the sprite...Then I check in the next condition if the peerid is not equal to myID and peerid is not equal to creatingpeerId --> Then set sprite.x to Multiplayer.PeerState(Paddle.peerid, "x1") and sprite.y to Multiplayer.PeerState(Paddle.peerid, "y1") where x1 and y1 are client input states set to touch.x and touch.y in peer group...
Attached is the capx for someone wanting how it is done...it has some redundancies and the comments are not in place as I am trying to modify the pong example template directly....[attachment=0:3vhpvi5u][/attachment:3vhpvi5u]
One hitch is that I see some lag when I move the sprite on the peer side...it doesnt move instantaneously along with touch...Not sure how to get rid of that...Need to do more research...any thoughts please send them...
Some of my questions in the start of the thread remain as to when to use which method in propagating the information from peer to host ( DuckfaceNinja / — thanks here for your answers, but I think I need to gain some more clarity)...