Animations playing only in the Host and not on the clients - Unity Mirror Networking.

I already have the Network Transform and Network animator components attached. I have spawned the game object with the client Authority. Thanks in Advance.

Here is some of my code:

I have a button which sets a bool to true on click TauntScript.cs: -

public void taunt()
{
    taunting = true;
    Invoke("resetTaunting", 3);
}
private void resetTaunting()
{
    taunting = false;
} 

And My player has the following code : -

void Start()
{
 tauntScript = FindObjectOfType<TauntScript>();  
 }
 void Update()
 {
    taunt = tauntScript.taunting;
    if(taunt)
    {
        taunting();
    }
 }

public void taunting()
{
    animator = GetComponent<Animator>();
    animator.SetBool("IsTaunting", true);
    Invoke("ResetTaunt", 3);
}
public void ResetTaunt()
{
    animator = GetComponent<Animator>();
    animator.SetBool("IsTaunting", false);
}

Hi. I have the same exact question. Seems like the NetworkAnimator is not synching. I kind of reached a solution, but it is a work around. I will tell you but it kind of works strange cause it makes the animations a bit weird (fps drop for me).
I gave up on the network animator, so i synch the animation myself. Here is how:

Make a command in the server side that the client calls. In you case something like this:

[Command]
public void CmdTaunt()
{
 //Check in the server if the player can taunt
RpcTaunt(); --> Call the RPC method to synch manually the animator
{
  1. Make the RPC call. The rpc call comes from the server and runs in in every client

    [ClientRpc]
    private void RpcTaunt(bool value)
    {
    animator.SetBool(“IsTaunting”, value);
    }

Cons of this method: I dont know why, but the animation framerate drops damatically. Im sorry not giving you a solution for your problem because as I said, I had the same problem. This workaround honestly sucks xD