Multiplayer synchronisation is NOT smooth!

Hey,
At the first I´m sorry about my grammar, I´m German :smiley:
I have a big problem with my game, everthing works awesome on multiplayer, but the players are not smooth.
Here is my multiplayer mainscript:

using UnityEngine;
using System.Collections;

public class MPSpawnScript : MonoBehaviour 
{

    public Transform player;

    void OnServerInitialized()
    {
        SpawnPlayer();
    }

    void OnConnectedToServer()
    {
        SpawnPlayer();
    }

    void SpawnPlayer()
    {
        Network.Instantiate(player, transform.position, transform.rotation, 0);
    }

    void OnPlayerDisconnected(NetworkPlayer player)
    {
        Network.RemoveRPCs(player);
        Network.DestroyPlayerObjects(player);
    }

    void OnDisconnectedFromServer(NetworkDisconnection info)
    {
        Network.RemoveRPCs(Network.player);
        Network.DestroyPlayerObjects(Network.player);
        Application.LoadLevel(Application.loadedLevel);
    }
	
}

Its very simple.
And then the playerscript:

void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
    {
        if (stream.isWriting)
        {
            Vector3 pos = transform.position;
            stream.Serialize(ref pos);
        }
        else
        {
            Vector3 posRec = Vector3.zero;
            stream.Serialize(ref posRec);
            transform.position = posRec;
        }

    }

I hope anyone know whats going wrong ^.^

Here is a video: - YouTube

The game can’t send new positions over the network 60 times per second - the default is 15 times per second. Usually, instead of

         stream.Serialize(ref posRec);
         transform.position = posRec;

There will be something like this to smooth it out between network serializations.

         stream.Serialize(ref posRec);
         lerpToThisPosition = posRec;

         ...

         void Update() {
             ...
             transform.position = Vector3.Lerp(transform.position, lerpToThisPosition, 5*Time.deltaTime);
             ...
          }