UNET Linux Headless Server Spawned Transform Position issues

When I run my game locally with a masterserver and clients connected (everything running on windows) the following script works perfectly but when I make the masterserver a headless linux, upload it to my linux server and get it all up and running, then connect a few windows clients (they all see each other and movement is working perfectly) the projectile gameobjects are not spawned in the correct position at all. Anyone have any idea why?

IEnumerator ShootNow()

    {
        if(CanShoot)
        {

             Instantiate(projectile, shootFrom.transform.position, shootFrom.transform.rotation);
            CmdSpawn(shootFrom.transform.position, shootFrom.transform.rotation);
              }
        CanShoot = false;
        yield return new WaitForSeconds(shootTime);
        CanShoot = true;
    }

    [Command]
    public void CmdSpawn(Vector3 pos, Quaternion rot)
    {
      
            GameObject bullet = Instantiate(projectile, pos, rot);
            RpcClientBullet(pos, rot);



    }

    [ClientRpc]
    void RpcClientBullet(Vector3 pos, Quaternion rot)

    {
        if(isLocalPlayer)
            return;
        if(!isLocalPlayer) {
            GameObject bullet = Instantiate(projectile, pos, rot);
        }

    }

Try adding a NetworkTransform component

I could have swore I had already tried that and it never worked! So I tried it again and its working! Cheers dude :slight_smile: