Syncronize Items over network

How would I go about instantiating an item on the network that everyone can pick up and add to their inventory? I have a system that works flawlessly in singleplayer but once someone connects it stops working. Also how would one manage to synchronize a object added as a child of a bone so that all can see? Here are my attempts:

This is the inventory script on the player prefab (pardon my messy code):

using UnityEngine;
using System.Collections;

public class Inventory : MonoBehaviour {
	bool invOpen=false;
	int x=1,y=1;
	ArrayList itemsInInventory=new ArrayList(100);
	// Use this for initialization
	void Start () {
	
	}
	bool ticked;
	// Update is called once per frame
	void Update () {
		if (Input.GetButton("Inventory"))
			
		{
			if (!ticked)
			{	
				ticked=true;
				if (invOpen)
				{
					(GetComponent("Esc")as Esc).PauseGame(false);
					invOpen=false;
				}
				else
				{
					(GetComponent("Esc")as Esc).PauseGame(true);
					invOpen=true;
				}
			}
		}
		else
			ticked=false;
		GameObject[] loot = GameObject.FindGameObjectsWithTag("Loot");
		int i;
		for(i=0;i<loot.Length;i++)
		{
			if(Vector3.Distance(loot*.transform.position,transform.position)<15&&Input.GetKey(KeyCode.Q))*
  •  	{*
    
  •  		if (networkView.isMine)*
    

_ Add ((loot*.GetComponent(“Item”)as Item).pickup());_
_
}_
_
}_
_
}_
_
void Add(GameObject item)_
_
{_
_
if(item!=null)_
_
itemsInInventory.Add(item);_
_
}_
_
void CloseGui()_
_
{*_

* }*
* void OnGUI()*
* {*
* if (invOpen)*
* {*
* GUI.Window(1,new Rect(x,y,500,700),InvWindow,“Inventory”);*
* }*
* }*

* void InvWindow (int id)*
* {*
* int i,j=0,k=0;*
* for(i=1;i-1<itemsInInventory.Count;i++)*
* {*
_ if(GUI.Button(new Rect((x)(j100),(y)(k100)+15,100,100),(((GameObject)itemsInInventory.ToArray()[i-1]).GetComponent(“Item”)as Item).ID))_
* {*
* if (networkView.isMine)*
* (((GameObject)itemsInInventory.ToArray()[i-1]).GetComponent(typeof(Item))as Item).Equip((GetComponentInChildren(typeof(RightHandMount))as RightHandMount).getTransform(RightHandMount.Mount.RightHand));*
* //((Item)Instantiate((Item)itemsInInventory.ToArray()[i-1])).drop(transform.position);*
* //itemsInInventory.Remove(itemsInInventory.ToArray()[i-1]);*
* }*
* j++;*
* if(j==5)*
* {*
* j=0;*
* k++;*
* }*

* }*

* GUI.DragWindow ();*
* }*
}
Then this is my Item script:
using UnityEngine;
using System.Collections;

public class Item : MonoBehaviour {
* public enum EquipSlots{*
* LeftHand,*
* RightHand,*
* Head*
* }*
* public string ID = “”;*
* public bool IsEquipable = false;*
* public EquipSlots Slot = EquipSlots.RightHand;*

* bool isdrop = true;*

* // Use this for initialization*
* void Start () {*

* }*
* public GameObject pickup()*
* {*
* if(isdrop)*
* {*
* isdrop=false;*
* gameObject.SetActive(false);*
* return gameObject;*
* }*
* else return null;*
* }*
* public void drop(Vector3 position)*
* {*
* isdrop=true;*
* transform.position=position;*
* gameObject.SetActive(true);*
* }*
* public GameObject Equip(Transform parent)*
* {*
* transform.parent=parent;*
* transform.localPosition=Vector3.zero;*
* gameObject.SetActive(true);*
* print (“sldkf”);*
* return this.gameObject;*
* }*

* void OnMouseEnter()*
* {*
* GameObject[] players = GameObject.FindGameObjectsWithTag(“Player”);*
* int i;*
* for(i=0;i<players.Length;i++)*
* {*
_ if(Vector3.Distance(players*.transform.position,transform.position)<7)
{
highlight(true);
}
else*
* highlight(false);
}
}
void OnMouseExit()
{
highlight(false);
}
void OnMouseDown()
{*_

* }*
* void highlight(bool highlight)*
* {*

* }*
* // Update is called once per frame*
* void Update () {*

* }*
}
The highlight will be implemented later, and the mounts will not be individual scripts. Any help would be much appreciated.

note the “important note” and “critical note” and pls vote up useful answers! :slight_smile: