Networking.GetServerTimeInMilliseconds returns a possitive value for about half the players in the world, and the rest of the players get a negative value counting towards zero. When servertime is used for syncing events players dont all sync up. If you get a possitive number it will be possitive through out your stay in that world, and if you get a negative value it will stay negative. If you rejoin the world you will get a possitive or negative number by chance. I include two logfiles showing examples of possitive and negative servertime.