Networked object needs a not networked child.

I have a player object that has a Network Transform component. It is syncing the player’s position across the network.

A child of the player, the healthbar, needs to be not networked. The transform of the healthbar needs to be different for each client.

Is there some way I can specify that unity should not sync the child object?

I have tried using Network Transform Child at Send Rate 0, but it still sync’d the transform of the healthbars.

If the only thing being synced is the player’s location, you could create a child on the player whose sole purpose is to share its location. That way the player itself would not be networked, and its other children would not be impacted by this.