Network Transform synchronizes only rotation but not movement

I have a player prefab, which has Network Identity (Local Player Authority = true), Network transform and PlayerMovmentControl script:

using UnityEngine;
using UnityEngine.Networking;

public class PlayerMovmentControl : NetworkBehaviour {
    public float m_Speed = 10f;
    public float m_TurnSpeed = 180f;
    private Rigidbody m_Rigidbody;
    private float m_ForwardMovmentValue;
    private float m_SidewardMovmentValue;
    private float m_TurnValue;
    private void Awake()
        m_Rigidbody = GetComponent<Rigidbody>();

    private void OnEnable()
        m_ForwardMovmentValue = 0f;
        m_SidewardMovmentValue = 0f;
	void Update () {
        if (isLocalPlayer)
            m_ForwardMovmentValue = Input.GetAxis("Vertical");
            m_SidewardMovmentValue = Input.GetAxis("Horizontal");
            m_TurnValue = Input.GetAxis("Mouse X");

    private void FixedUpdate()//Moving and turn the player

    private void Move()
        Vector3 movment = (transform.forward * m_ForwardMovmentValue + transform.right * m_SidewardMovmentValue) * m_Speed * Time.deltaTime;
        m_Rigidbody.MovePosition(m_Rigidbody.position + movment);

    private void Turn()
        float turn = m_TurnValue * m_TurnSpeed * Time.deltaTime;
        Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
        m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);

There is a Network Manager with player prefab registered.
In game only rotation is synchronized but not movement. What am I doing wrong?

In Network Transform I chose Transform Sync Mode = Sync Transform (Sync Rigidbody was).
Docs says that this type of synchronization is for objects that are not controlled by physics system, which is my case.