I am testing to make a multiplayer card game and have a (master) List with all cards in. This List is changed every time the player put a card on top of another or flip it. If this become a game i may add more functionality so it is all about controlling the cards.
Question: Is there a big difference in bandwidth requirement (cost) using RPC to manage the List locally vs. using SyncList?
I doubt it, even if there was it wouldn’t be a big difference and wouldn’t be noticeable. An RPC will have whatever identifier they use to know what function to call, the packet headers, and then whatever parameters you pass through it. A SyncList update packet probably just contains the index of what changed and what it changed to, obviously it would contain multiple at once if multiple values changed.