I have an issue regarding updating variables across the Host and the Clients. So i want to know how many players have joined a server that the Host has created. I have a class called PlayersNetworkManager that inherits from NetworkBehaviour. Once i join as a Client or as a Server the Start method of this classed is triggered and the public NetworkVariable<int> playersInGameText increases. Additionaly i update (through a delegate) the TextMeshProUGUI varibale (this belongs to another class). Now, only Server displays the correct number. The only solution that i found is to use the Update method to keep looking at the value of the public NetworkVariable<int> playersInGameText and update the TextMeshProUGUI variable accordingly, this works. But i would like to avoid using the Update function as much as possible. Any suggestion?