Rotation via networking

When using Unet’s default Network manager, Rotation of my sprites isn’t synced.

I’m using the following manager setup:

This is my Player object setup:

How I’m rotating the sprite:

void RLflip(int rflipcode){
        if (rflipcode != flipcode) {
            if(flipcode == 0){
                transform.Rotate(new Vector3(0,180,0));
                flipcode = 1;
            }else{
                transform.Rotate(new Vector3(0,-180,0));
                flipcode = 0;
            }
        }
    }

Any Ideas?

thanks in advance.
Signed, Vandie.

noone?