I have reproduced a problem that’s been bothering me to a new scene.
These 2 game instances are connected thorugh the same lobby and the black object does not have the Multiplayer Behaviour.
This is the result after 5.5 seconds (left - host, right - player 2):
What I don’t understand is why don’t both black squares move by 30 degrees after 5.5 seconds have passed?
Shouldn’t the timer, because it’s not synced up, individually trigger the rotation of the object on each instance? Is it something to do with how the variable Phase?
I tried what you did and it works fine for me. When both the lobby games open, do you remember to tap both browsers quickly? Because a lot of times music and timers won’t start until you interact with the window.
Probably not because I’m sure you didn’t post everything you did. For example, using the value 5.5 seconds for the timer did not work for me, because the timer would already elapse and both players scenes showed the square rotated correctly by the time the players got in the game from the lobby/lobby countdown.
So I increased the timer to 20 seconds to allow me to get in the game so I could view the timer/rotation in action. Then only 1 square would rotate at the correct time, unless right after the countdown reached 0 and and the game became visible I quickly tapped both preview windows. In which case both would rotate correctly.
Then I just added the joining lobby as a different scene and switching to the timer scene after the lobby game started. That gave me correct rotation in both windows at 5.5 seconds without having to click the previews.