[Unet] Sync transform from client to server

Hi! When i move an obj on the server, it moves on the clients. But, when i move it on the clients, it does not move on the server. How do i fix this? I have the object as a prefab with the Network Identity script, Local Player Authority checked, and a Network Transfrom script on it set to Sync Transform.

same issue here:

  • 1 player prefab using network identify, network transform.
  • auto spawn player prefab on server and on client

result:

  • player transforms on client is mirrored on server instance
  • player transforms on server are not mirrored on client instance.

Any luck anyone?

use a [ClientRpc] to set the transform information on the client from the server:

public struct TransformInformation
{
    public float x;
    public float y;
    public float z;
}

class myClass : NetworkBehaviour
{
    [ClientRpc]
    void RpcSetTransform(TransformInformation ti)
    {
        gameObject.transform.position = new Vector3(ti.x, ti.y, ti.z);
    }
}