Players not syncing across clients,Players not syncing across client

I posted this yesterday, but didn’t really post enough information for anyone to help me.

I’ve set up a simple scene, player controller, and a player prefab.

When i host a game not all movements of all players are shown to all clients. For example sometimes players are in different location to the different clients. The players do show roughly in the right place some of the time, but mostly not. you can see an example HERE.

To allow networking i have used an empty gameobject as the ‘Network manager’. You can see my current settings HERE.

The player prefab, which also contains the controller, has both ‘Network Identity script’ and a ‘Network Transform’ components which can be seen HERE.

the controller script is very simple, and uses raycasting and a navmesh to direct the players safely around obstacles. The script is shown below.

using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Networking;

public class MoveToClickPoint : NetworkBehaviour
{
    NavMeshAgent agent;

    void Start()
    {
        agent = GetComponent<NavMeshAgent>();
    }

    void Update()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        if (Input.GetMouseButtonDown(0))
        {
            RaycastHit hit;

            if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100))
            {
                agent.destination = hit.point;
            }
        }
    }
}

If anyone can offer any help i would appreciate it. So far i’ve changed the ‘Network Send Rate’, but it has no effect. I have no idea how to troubleshoot this issue. Any help or advice is highly appreciated.

Thanks.

Setting the ‘Sync Transform Mode’ to ‘Sync Transform’ seems to have resolved the issue, but it is very stuttery. How can i stop this?