Today I created a Message structure to be exchanged over the network, and I added to it a transform field. At each frame, every client sends the updated position of each network objects it own, and also receives positions from the server and updates the network objects that it doesn't own.
The system is still not working properly, and for some reason only a couple of clients at the time syncs correctly. In the picture, that's the case with the two right clients. The two cubes in the up-left corner are synced over the network.
Another thing I noticed, there is a delay of about .3 seconds in the sync, despite the stable fps and the local network. I'll have to figure out why.

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