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               Question by 
               Orami · Jun 20, 2016 at 10:44 PM · 
                networkingunity5client-server  
              
 
              Unet: Client/Server end up with two different animations
So if I local host on one instance of my game and local join in another instance. Then cast a spell in the primary instance the host sees the spell correctly go forward. The client sees the spell shoot off on the positive z axis. Since the GO is a child of the player shouldn't it update with the player's transform via Network Transform?
and example video can be found here: https://youtu.be/dvYu62agb9A

 
                 
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