When Spawning a networked game object with Ownership, it is correctly spawning it by setting the client as Owner. But the animator get's an issue.
The networked object has a OwnerNetworkAnimator (OnIsServerAuthoritative = false) with a child gameobject, having an Animator attached to it,
Even when checking if IsOwner before doing animator.SetFloat,
It returns Only the owner can invoke a ServerRpc that requires ownership!
Is there something i'm missing ?
It's for a companion that will follow player around without any real interaction.
I wanted to optimize and reduce the script part from the host. So transform the companion to client side.
I'm just syncing the transform position and animation.