I have a network identity component along with a network transform component to sync rigidbody 3d attached to a gameobject (in this case a sphere). I have also added the object with the rigidbody to the list of spawnable prefabs on the networkmanager object/component. The rigidbody.AddForce is being called from a different gameobject networkbehaviour script this gameobject also has an attached network identity When AddForce is called by the host/server, the force is added and the rigidbody updates on both the client and sever as expected. When a client calls AddForce, it does not add any force on the server. On the client it appears to add the force for a short amount of time (on the client game only) before the object the force was added to reverts to its original position. However, running into the rigidbody with the client player does cause interactions between the colliders to reflect on both client and server, resulting in movement of the rigidbody on both. I have tried moving the AddForce calls to seperate [ClientRPC] and [Command] functions attached to a networkbehaviour inheriting script, which has no effect on the result of calling AddForce. I'm sure I'm probably missing something obvious, but I can't figure out how to get this part of networking to work. I appreciate any help that can be given.