Hi guys, I'm stuck with this weird error : HLAPI CRC channel count error. I figured it out that it was that script that didn't match on client side : Code (csharp): using UnityEngine; using System.Collections; using UnityEngine.Networking; public class FoesSpawner : NetworkBehaviour { [SerializeField] private GameObject foePrefab; [SerializeField] private Transform target; //Components private Transform myTransform; // Use this for initialization void Start() { //Components myTransform = this.GetComponent<Transform>(); } // Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.O)) CmdSpawnFoe(); } [Command] private void CmdSpawnFoe() { Debug.Log("Test"); GameObject newFoe = (GameObject)Instantiate(foePrefab, myTransform.position, Quaternion.identity); NetworkServer.Spawn(newFoe); newFoe.GetComponent<FoeMovements>().CmdTransmitTarget(target); } } If I log something on the Update(), I can read it, client or server side but the "Test" log on the command don't appear on the client side... I can't understant what is wrong, it's a simple gameobject with a NetworkIdentity. The target has a NetworkIdentity as well. The FoePrefab too. No "Server only" checkbox is true on the inspector. And the Foe does appear on both side when I Press "O" on the server application. And all foes move to the target after that... THX !