Been going through all the multiplayer tutorials & documentation these days and everything's fine by now except the following. I cannot textually wrap my head around what is meant here and I would appreciate it if someone could explain to me what is meant by this:
> The client value tag is used if the instance variable also corresponds to a client input value. In other words if a peer's client input value is set from that instance variable, setting the corresponding tag here allows the multiplayer engine to know they are linked. The host can use this information to reduce the latency when relaying the inputs to other peers.
Normally syncing is done One-Way
Host ----> Peers
The host controls the game, what's happening, where things are, etc, and tells all the Peers.
When you add a client value tag you are allowing the syncing to be done two-way
Peer ----> Host -----> Peers
The peer sends inputs to the host, like "the A key is being pressed", then the host uses that information to control the game, and then it sends "the A key is being pressed" to EVERY peer