Jittery Movements on Mesh, Need to conserve bandwidth?

I’m attempting an isometric, locked camera with old 16 bit style movements. The FPSInputController applied to a Prefab seemed a pretty good start for this. I assigned the Main Camera as a child to the Prefab and have a standard mesh I found on the web. No animations are running.

I applied the quick fix :
if(!networkView.isMine){
enabled = false;
}
to the Awake() of the FPSInputController, just to see if I could get two people in the same world at the same time, with independent controls. It actually worked perfectly.

The problem is, while movements are smooth client side for their own player, any other player has SLIGHTLY jittery movements (especially when jumping). I’m assuming this is a bandwidth issue, the result of my quick fix. I’ve scanned through the bandwidth conservation documentation here on Unity, but beyond that there isn’t a lot of feedback.

My question is this…

At my current stage, where I am only sychronizing this single prefab with it’s mesh, using the default Network View component (no network view on any other transform, etc.) - what should I disable client side to fix the jitteryness, or is there something else I’m missing? This is a 3 Player Action RPG, with a focus on difficulty curve, so it’s the kind of thing I should work out real early.

Any documentation would be helpful as well. I can provide a video example and/or code snippets if necessary (but mostly using online resources and standard assets right now) Thank you in advance.

It’s not a bandwidth issue but the nature of networking. Everything that goes over the network will not be smooth on the other end.
Search for lag compensation.

Not lag compensation, rather entity interpolation is the key phrase to search for.