Unity Network Spawn object and follow player

Here is my situation (sorry for the bad english):

I’m creating a simple Multiplayer Pokemon like game (3D). The player is a Third Person Pokemon trainer with his own camera, up to here all right.
The thing is that I want to spawn, when the player press a button, a pokemon (NPC) that follows the character which has spawned it.
I don’t know how to spawn that creature in client/server and I don’t know how to make the Pokemon only follows the player who has spawned it.

This is a part of my Network Behaviour where I’m trying to spawn it, but doens’t work well.

public GameObject followerPrefab;


	void Update () {

    if (!isLocalPlayer)
    {
    return;
    }

   if (Input.GetKeyDown(KeyCode.F)){
        GameObject pet = Instantiate (followerPrefab, transform.position+(transform.forward*2), transform.rotation);
        NetworkServer.Spawn (pet);
   }


     }

Any help will be appreciated.
Thanks!

I would create a script for the “pet” and in there you should store a reference to the owner “GameObject pokemontrainer;” in pet.cs in the update method you can then do something like: follow( pokemontrainer ); the owner you set when spawning your pet, on all clients… ie. In a rpc call…

Did this on a phone so please bare with me :wink: