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.