Network Transform Slow Rotations

Hi! I’m trying to sync rotations in multiplayer, but when they happen so slow that we can see the sprite turning…

Here’s a video that i’ve just made about it:

I know that i can just turn the sprite, but it will mess up with some transform points (like the eagle following the player).
I tried changing the localScale, inverting the X, and also localRotation with Quaternions (I Think in the end, they do the same thing).
Any help will be appreciated :slight_smile: ty

edit:
I’m using Mirror, and these are my network transform options:

If i drop network sync interval down to 0, it will “work”. But when i go to another PC, even in the same network (The ping will go from 0 to 2~3ms) the problem will happen again

You should not pass rotation and scale (in case you rotate by setting localScale) in the NetworkTransfer component but manually set the rotation of the specific client’s PlayerObject through RPC. This could remove the delay effect in rotation.