clone = Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0);
clone.velocity = transform.TransformDirection (Vector3.forward * 10);
lets say i want to instantiate an object and change the properties of it
the second line is always execute on the client that own it, but other client would not execute it…
which is quite problematic cause i cannt sync the object across all client… any suggestion??