problem with OffMeshLink in multiplayer

Hi!

I have a GameObject spawned with Network.Instantiate() that navigates the navmesh to go wherever you click.
This works fine when you only move within the mesh, but when it uses an OffMeshLink (I use it as a ladder) things get really weird.
On a connected client the GameObject is in a superposition of both climbing and not climbing the ladder, alternating between the two positions every frame. In the inspector the objects Y position seems to be constantly on the ground, but the other 2 axis is updated properly.
See attached gif.

Am I doing something wrong or is this a bug?
Any workarounds?

1230119–51659–$6.zip (1.66 MB)

The attachment file is not working see it and if it is getting opened then let me know.

Ah, thanks for reminding me.
I already solved it with the following:

	if (!networkView.isMine) {
		navMeshAgent.updatePosition = false;
		navMeshAgent.updateRotation = false;
	}