How to synchronize the position of a gameobject over network which is draggable by every player

In a UNET multiplayer game some gameobjects should be draggable by any connected player / client.
In the example on the image you see that the DraggableObject has a script attached which makes it draggable. This works locally for every client.
But then, I wanted to synchronize the position over network so that the current position updates at every client. The gameobject has a NetworkIdentity script with NO local authority and a NetworkTransform component attached.
Then, if the player, which is also the server at the same time, is dragging the DraggableObject, the position will be well updated at the other clients - as expected.
HOWEVER, if any other client but the also-server player drags the DraggableObject, the position does not get updated over Network.
How can I realize this?

You need to have the local authority box checked for this to work. Create a c sharp script and call it something like SetUpLocalDrag. Put in something like this.

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;

public class SetupLocalDrag : NetworkBehaviour {

// Use this for initialization
void Start () {
	if (isLocalPlayer)

		GetComponent<*name of your script you use for your drag*>().enabled = true;



Make sure that there is NetworkBehavior instead of the standard MonoBehavior and make sure that you have the “UsingUnityEngine.networking” reference at the top.
Hope this helped.