This is what i believe to be a solid solution to the toggle issue people been having, enjoy.
Simple one object toggle.
More advanced multiple object toggle (not much difference).
Basically what is going on is that i assert the intended behaviour by the network call it self (on or off).
And the synched variable is only used to help late joiners.
This prevents the issue with having 2 network calls made at same time and those being recieved out of synched order.
And since the targeted Udon is this/self it can be used for a unlimited number of buttons/triggers in a world.
Note: If you do not want it to trigger when a collider/game_object hits it, simply remove the “On Collision Enter” and use only “Interact”.