localScale over the network

my character uses + or - local scale depending on direction hes facing.

iusing a multiplayer script im trying to get that scale to show up over the network… but i dont know what im doing really… everythings working but the Scale part

internal struct  State
	{
		internal double timestamp;
		internal Vector3 pos;
		internal Vector3 velocity;
		internal Quaternion rot;
	------>	internal Vector3 scale;
		internal Vector3 angularVelocity;
	}
	
	// We store twenty states with "playback" information
	State[] m_BufferedState = new State[20];
	// Keep track of what slots are used
	int m_TimestampCount;
	
	
	
	void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
	{
	
		// Send data to server
		if (stream.isWriting)
		{
------------------>Vector3 scale = transform.localScale;
			Vector3 pos = transform.position;
			Quaternion rot = transform.rotation;
			//Vector3 velocity = Vector3.zero;  //rigidbody.velocity;
			//Vector3 angularVelocity = Vector3.zero; // rigidbody.angularVelocity;
			stream.Serialize(ref scale);
			stream.Serialize(ref pos);
			//stream.Serialize(ref velocity);
			stream.Serialize(ref rot);
			//stream.Serialize(ref angularVelocity);
		}
		// Read data from remote client
		else
		{ 
            ------>  Vector3 scale = Vector3.localScale;
			Vector3 pos = Vector3.zero;
			Vector3 velocity = Vector3.zero;
			Quaternion rot = Quaternion.identity;
			Vector3 angularVelocity = Vector3.zero;
			stream.Serialize(ref pos);
			//stream.Serialize(ref velocity);
			stream.Serialize(ref rot);
			//stream.Serialize(ref angularVelocity);
			
			// Shift the buffer sideways, deleting state 20
			for (int i=m_BufferedState.Length-1;i>=1;i--)
			{
				m_BufferedState *= m_BufferedState[i-1];*
  •  	}*
    
  •  	// Record current state in slot 0*
    
  •  	State state;*
    
  •  	state.timestamp = info.timestamp;*
    
  •  	state.pos = pos;*
    
  •  	state.velocity = velocity;*
    
  •  	state.rot = rot;*
    

------------> state.scale = scale;

  •  	state.angularVelocity = angularVelocity;*
    
  •  	m_BufferedState[0] = state;*
    

everything with an arrow at it is stuff i threw in trying to make it work. it gave a very odd result. but not one i intended… how do i just tell it to check if the scale of the darn thing!

You don’t seem to be deserializaing the localScale at all!

You are serializing Scale/Position/Rotation and deserializaing Pos and Rotation.