All of the NW* functions (SetNWInt, SetNWBool, etc) stand for SetNetWorkedVar, meaning that the variable you set there (in your case, “AnyVar”) will be communicated to the client.
Normally, if I’m running serverside code and do
player.x = 1
and then try to get the value of “x” on the client, it won’t work.
Using the NW functions, I can do
and then use
on the client to see what the value is.
You can use player.AnyVar if you’re just storing data to use it later, but that will not make it available for the player it’s stored on—or other players on the server—to use.