SyncVar equivalent for local player authority objects

From my testing and what I can find through Google, it seems that SyncVar only works from server to client, even on objects set to be local player authority.

Is there an equivalent way of synchronizing a value from client to server without spamming it with messages? This is a value that’s changing constantly (it’s a position and rotation) so I need to make sure that it’s not being sent every frame.

Before it’s suggested, network transform will not work for me as the synchronized value is not directly attached to a network object.

I suggest actually taking a look at the source for the NetworkTransform, as they’ve done exactly that. You can find it here.

All they’re really doing is making a NetworkWriter instance, write the values and then send it to the server to be read.

This should probably be what I need. Thanks.