It would be extremely useful to be able to sync string variables in Multiplayer projects, without interpolation, of course.
For example: I have a game where players can use different abilities and one of them is the ability to throw smoke grenades that its owner is supposed to see through, while others can't.
However, trying to get the clients to know which smoke belongs to them is something I've been struggling a lot with, as smoke is supposed to be created and removed and shouldn't have a limit of 1 per player such as their player character. If I were able to properly sync the PeerID strings which every object has, things like this would be a non-issue.
Booleans would be a nice bonus but aren't important to have seperately, since numbers can do the same things.
Strings can already be sent between peers by sending messages. Syncing essentially automatically sends a message whenever the value changes, so this can already be done by sending a string message whenever the content of the string changes. Further, syncing is carefully designed to use minimal bandwidth. Since strings can be any length, including being extremely large, it seems preferable to control exactly when strings are sent with your own events rather than having them automatically synced. For example if you have a very large string and only a small part of it changes, you probably want to rearrange how the data is stored so that the changing data can be extracted in to its own smaller messages, so you don't have to keep retransmitting a large string.