>>417773920
It's split across too many objects to really show off.
Basically there's a box collider inside each elevator. When a player selects the floor, that player takes ownership of the box, sets the destination floor on it, and then sends an event saying that everyone touching that box should teleport to the new floor (with a small in-between elevator ride effect).
What killed this approach is that very often the event would arrive before the variables were synced, or the event wouldn't fire, or the event would arrive way too late.
So I tried a different approach where the player sets a floor and a time variable on the box instead, and then whenever this synced time variable changes, you will be teleported if this time is within the last 5 seconds. But eventually this breaks for some reason, or sometimes fails to teleport everyone that's in the elevator.
It works perfectly fine in the editor player emulator so it seems to be a quirk that only happens ingame, making it nearly impossible to debug because I don't want to keep bothering people to test it.