[SOLVED] HLAPI: Error with Sync Transform & Character Controller

HLAPI, C#

I have a server - client connection that spawns a playerPrefab… both client and server playerObject has this attached:

As soon as i try to move the character on the client this message gets spammed at the server - There is no movement.
(Note that i had the same output by manually moving the character without a CC attached and set to Sync Transform)

ServerSide:

NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Networking.NetworkTransform.HandleTransform (UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkTransform.cs:1047)
UnityEngine.Networking.NetworkConnection.HandleMessage (System.Collections.Generic.Dictionary`2 handler, UnityEngine.Networking.NetworkReader reader, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:301)
UnityEngine.Networking.NetworkServer.InternalUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:652)
UnityEngine.Networking.NetworkServer.Update () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:514)
UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:706)

ClientSide: Manual Movement by the editor

IndexOutOfRangeException: NetworkReader:ReadByte out of range:NetBuf sz:14 pos:14
UnityEngine.Networking.NetBuffer.ReadByte () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkBuffer.cs:35)
UnityEngine.Networking.NetworkReader.ReadUInt32 () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:201)
UnityEngine.Networking.NetworkReader.ReadSingle () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:273)
UnityEngine.Networking.NetworkReader.ReadVector3 () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:346)
UnityEngine.Networking.NetworkTransform.UnserializeModeCharacterController (UnityEngine.Networking.NetworkReader reader, Boolean initialState) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkTransform.cs:630)
UnityEngine.Networking.NetworkTransform.OnDeserialize (UnityEngine.Networking.NetworkReader reader, Boolean initialState) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkTransform.cs:383)
UnityEngine.Networking.NetworkIdentity.OnUpdateVars (UnityEngine.Networking.NetworkReader reader, Boolean initialState) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:534)
UnityEngine.Networking.ClientScene.OnUpdateVarsMessage (UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/ClientScene.cs:591)
UnityEngine.Networking.NetworkConnection.HandleMessage (System.Collections.Generic.Dictionary`2 handler, UnityEngine.Networking.NetworkReader reader, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:301)
UnityEngine.Networking.NetworkClient.Update () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:472)
UnityEngine.Networking.NetworkClient.UpdateClients () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:686)
UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:707)

My own mistake, i did not set the playerControllerID with the same value at both client and server.
:frowning:

try use like this(my error is gone!)
string message = msg.ReadMessage().value;

and this (error is on, throw errors !):
netMsg.reader.ReadString()