 record the last copy that was sent to each system IsUnifiedMemory must return true.<BR>

virtual bool ShouldSendUpdate(PlayerID destinationSystem, MemSynchSpec *lastSentValue, unsigned long lastSendTime)=0;<BR>
<BR>
If you return true, the same value will be sent to all remote systems at the same time.  This is useful for data that is always serialized to everyone the same way regardless of context, such as the current game score.  If true, the same copy of the last sent data is used for all systems wh