issue - Update player gameobject transform

Hello,

I read some tutorials then do some code using UNET. However i need some explanations about the code i made and UNet (synchronizations especially)

using UnityEngine;
using UnityEngine.Networking;

public class PlayerController : NetworkBehaviour
{

    void Update()
    {
        if (!isLocalPlayer)
            return;

        var x = Input.GetAxis("Horizontal") * Time.deltaTime * 150.0f;
        var z = Input.GetAxis("Vertical") * Time.deltaTime * 3.0f;
       // transform.Rotate(0, x, 0);
      //  transform.Translate(0, 0, z);
        CmdMvt(x, z);
    }
  
    [Command]
    void CmdMvt(float x, float z)
    {
        transform.Rotate(0, x, 0);
        transform.Translate(0, 0, z);
    }


}

i wanted to handle the transform only on server then synchronize it to the clients via the network transform.
I tried some scenarios:

  1. When i use this command with true on local player authority, only the host-client is updated
  2. When i update the position in function update without using command.and with true on local player authority, both are updated.
  3. When i use this command with false on local player authority this time, both are updated.
  4. When i update the position in function update without using command.and with false on local player authority, only the remote-client is updated.

I thought the first would update both.
I want to know why the network transform doesn’t update the positon and rotation from client to server.
I ask for clarification.

P.S. sorry for my english :slight_smile:

You probably want to use if(!hasAuthority) return rather then isLocalPlayer - only the authoritative object can communicate back to the host/server.

i tried these cases changing the condition.
For the third and the fourth cases, i can only control the host-client movement, not the remote-client but both are updated.

Actually, i want to do a game. I’m wondering how to handle properly the players.
My first idea is to let the client handle the input (and IU informations later) and perform the movement in the server.
However, the synchronization of the network transformation looks like one-way (Server to Clients).
I need some advises.