Network Transform problem with sync mode

Hello, I have a 2D game and I tried using the Transform Sync mode “Transform” but when the player moves, it is very laggy and scatters across the other screen. When I use the sync mode “Sync Rigidbody 2D” the player moves smoothly across both screens but the character does not rotate the direction he is facing for the other client. It works when the sync mode is set to transform but not sync rigidbody 2D.

Below is the inspector tab for my character and the code for the rotation I am using. Do you know when the sync mode transform lags or why my rigid body rotates only for the local client? Any help would be greatly appreciated. Thanks

alt text

void handleMovement()
{
    // move left and right
    float move = Input.GetAxis("Horizontal");
    animator.SetFloat("playerSpeed", Mathf.Abs(move));

    rigidBody2D.velocity = new Vector2(move * maxSpeed, rigidBody2D.velocity.y);

    if (move > 0)
    {
        animator.SetBool("isWalking", true);
        rigidBody2D.transform.eulerAngles = new Vector2(0, 0);
    }
    else if (move < 0)
    {
        animator.SetBool("isWalking", true);
        rigidBody2D.transform.eulerAngles = new Vector2(0, 180);
    }
    else
    {
        animator.SetBool("isWalking", false);
    }
}

Keep using “Sync Rigidbody 2D” but under your Network Transform component, try changing Rotation Axis to “Y (Top-Down 2D)” or “Z (Side-on 2D)”