How to sync moving parts of Player prefab in Networked Multiplayer in Unity 5.3?

I have been playing with Unity’s relatively new Multiplayer tools. I am able to sync the Player’s root position with NetworkTransform, but I have moving parts on the player (e.g. gun turrets) whose rotations are calculated with a script.

Since those transforms are part of the original PlayerPrefab I thought I could just add a NetworkTransform on each moving part with local authority to sync them across the network, but no dice. How would go about syncing the moving parts of each player?

Discovered this handy class, NetworkTransformChild and that seemed to solve the problem.

http://docs.unity3d.com/ScriptReference/Networking.NetworkTransformChild.html