[SOLVED]Can't sync transform from client.

I have no idea what I’m doing wrong but it’s driving me insane!

I have a simple scene with a NetworkManager to which I’ve assigned a Player Prefab ‘TestPlayer’. The object is a simple cube to which I’ve added a NetworkIdentity and a NetworkTransform which is configured to sync transform.
I use the Network HUD to host/join a server.
The problem I’m having is that the transform of player prefab owned by the server is synced to the clients but not vice versa. I’ve also added a movement script ‘NetworkDude’:

using UnityEngine;
using UnityEngine.Networking;

public class NetworkDude : MonoBehaviour {
    void Update() {       
        if(GetComponent<NetworkBehaviour>().isLocalPlayer) {           
            var x = Input.GetAxis("Horizontal") * 0.1f;
            var z = Input.GetAxis("Vertical") * 0.1f;

            transform.Translate(x, 0, z);
        }
    }
}

Any clues to what I’m doing wrong?

Updated my Unity installation to 5.3.1.1f (I’d 5.3.0.1f installed) and now it works :stuck_out_tongue: