Can I pass child objects over the server if the parent has a network ID?

So I have an object with a network ID and it contains a bunch of children that make up the mesh of the object. What I am trying to do is change the material of the child object that is selected over the server to all clients. However, whenever I try to pass the child object through a client rpc as a parameter I get a warning that says I need a network ID on it. Then when it tries to execute the code under the rpc the child object reference is null. However I specifically check if it is null before sending it to the rpc. I’ll leave the code block below. What am I doing wrong here? Is there a way to go about this differently?

[Command]
        void CmdHighlight()
        {
                //get what the user hit and then if we hit something send it over the server to be highlighted
                GameObject hitObject = ControllerUNET.CheckForHitObject();
                if(hitObject != null)
                    RpcHighlight(hitObject);
        }

        [ClientRpc]
        void RpcHighlight(GameObject hitObject)
        {
            //highlight the object over the server
            ControllerUNET.HighlightHitObject(hitObject);
          
        }

No Unet doesn’t support sending references of objects without a NetworkIdentity component, and doesn’t support NetworkIdentity components on child objects. Send some other identifier you can use on the client side to find the correct child. For example you assign unique tags to children, or have all child objects in a list and send the index number of the correct child.

Oh okay I thought I might have to do something like that. Thank you, you helped me figure it out.