I have a network object that I spawn and give ownership to a client to move around. When it spawns it drops from above the floor and falls down. It works fine client side, but when I as host see another client join this occurs (see image 1)
the apple that represents the client moving around is stuck in mid air. The client does not see or encounter this issue, the apple correctly falls to the ground the client can move around from there. there are no invisible colliders of the such affecting the network object. If the client moves forward further along the z, the network transform appears to update it but in a terrible way by lerping to clients position from where it is on the host (in the air) to where the client actually is (which is on the floor). Eventually the client will synchronize if it moves around enough but it is not right and everytime it jumps it de syncs
What is causing this issue? Why cant the client's position synchronize? Attached are my network transform settings for the apple. The network object is a prefab that is spawned on the server, with a character controller component for movement and gravity