title: MLAPI NetworkVariable not syncing on clients
body: <p>I'm making an online multiplayer game with Unity and MLAPI. I wrote the script below and placed it in my scene, meaning each client and server should run it when a scene loads. The server is supposed to set the variable to <code>1</code>, but it's not changing on the clients!</p>
  <pre class="lang-cs prettyprint-override"><code>using UnityEngine;
  using MLAPI;
  using MLAPI.Messaging;
  using MLAPI.NetworkVariable;
  
  public class TestNetwork : NetworkBehaviour
  {
      public NetworkVariableInt Test = new NetworkVariableInt(-1);
  
      void Start() {
          if (!NetworkManager.Singleton.IsServer) return;
          Test.Value = 1;
      }
  
      void Update() {
          Debug.Log($&quot;{Test.Value}&quot;);
      }
  }
  </code></pre>