CharacterController + NetworkTransform

I ran across an issue where spawned clients (not host, though) would immediately snap to Vector3.Zero after spawning in the designated spaces. I narrowed it down to the CharacterController conflicting with the ClientNetworkTransform and “resolved” it using the code below. It feels ugly though, and wondering if there are any tips/guidance in using a CharacterController with NGO. I eventually plan on making movement server authoritative, but simply in the prototyping phase for now.

        public override void OnNetworkSpawn()
        {
            if (!IsOwner) return;
            
            controller.enabled = false; // Temporarily disable to set initial position
            transform.position = clientNetworkTransform.transform.position; // Set initial position
            controller.enabled = true; // Re-enable after setting position

            inputReader.MoveEvent += HandleMove;
        }

Thank you in advance!

It may depend on the NGO version. I vaguely remember there was an issue where the initial position was not set correctly in some cases.