Object Timer Reading Error in Multiplayer

Hello,
I already mentioned this issue in the Gold Creator Discord channel. Here’s the detailed explanation of the bug with minimal working example:

Steps to Reproduce:

  1. Open the game with two players (host and client).
  2. Objects with an object timer are created by the host.
  3. When the space bar is pressed, the current player takes ownership of all objects and attempts to reset their timers—but only if the timer value is above a threshold.

Issue:

  • The condition (timer > threshold) can only be evaluated by the host.
  • On the client side, the condition is never true, since the client cannot access the timer value in expressions.
  • If the condition is removed, the timer can still be reset by the client
  • Even though ownership of the object changes (confirmed via state display), the timer condition still does not work as expected on the client side.
  • This issue persists whether or not the action is inside a “For Each” loop.

Observed in:

  • three of my separate projects.
  • I implemented a workaround by replacing the object timer with a custom timer implemented in an extension. This might help you in understanding the error.

Demonstration:

  • Pressing the space bar resets timers on both host and client only for objects using the extension-based timer.
  • Objects using the built-in object timer only reset if the host presses space.

EDIT: How am I supposed to upload the Project here? I cant include .json files and links… Its in my git repository if you want me to send it.

[Link to git repository](https://github.com/Atlan160/Object-Timer-Bug.git)

You can’t - you upload it elsewhere and include a link in the message.

BTW, if you put the link in as preformatted text, the clickable version is lost, and you only get text:

[Link to git repository](https://github.com/Atlan160/Object-Timer-Bug.git)

vs

Link to git repository