title: Setting values at runtime doesn't work in multiplayer
body: <p>I have 2 players, and I have 2 player models.</p>
  
  <p>Now I want to set it so you can select which model you want. </p>
  
  <p>So I made a button, and when you press it, and you press host/connect in the player's start, it runs this</p>
  
  <pre class="lang-c# prettyprint-override"><code>if (!GameObject.FindObjectOfType&lt;ButtonScript&gt;().Buttonn)
  {
      IsEye = false;
  }
  
  if (IsEye) {
      RobotParent.SetActive(false);
      EyeParent.SetActive(true);
      gameObject.GetComponent&lt;BoxCollider&gt;().center = new Vector3(0, 2.99f, 0.06880748f);
      gameObject.GetComponent&lt;BoxCollider&gt;().size = new Vector3(6.42f, 9.2f, 5.52f);
      anim = EyeParent.GetComponent&lt;Animator&gt;();
  }
  
  if (!IsEye)
  {
      RobotParent.SetActive(true);
      EyeParent.SetActive(false);
      gameObject.GetComponent&lt;BoxCollider&gt;().center = new Vector3(0, 0.1912432f, 0.06880748f);
      gameObject.GetComponent&lt;BoxCollider&gt;().size = new Vector3(0.812993f, 3.379633f, 1.02866f);
      //anim = EyeParent.GetComponent&lt;Animator&gt;();
  }
  </code></pre>
  
  <p>This checks if the button is pressed, and if it is pressed, then enables the eye model. </p>
  
  <p>But when the second player connects, on Players 2's screen, if they chose the first model, everyone is the first model, but if they chose the second model, everyone is the second model. </p>
  
  <p>And the same thing happens on the first players screen, if they choose the first model, everyone is the first model, and if they choose the second model, everyone is the second model.</p>
  
  <p>Hopefully you understand my problem, if you need more information, just tell me</p>