Hello! So I am converting my game from single player to multiplayer. All of my animations work great locally, but I cannot find how to correctly set them up for Mirror networking. I have assigned the Network Identity and NetworkAnimator to my parent gameObject, however my animator is on a child gameObject. Now, multiplayer characters can see each other moving around just fine, but no animations are being played over the network. My first question is does my Network Animator and my animator need to be on the same GO? The Network Animator makes you manually reference an animator, which leads me to think no, they can be on separate GO's. Otherwise they could just pull the local GO animator, if they had to be on the same object. My second question would be about referencing and syncing the animator in code to the Network animator. Assuming that they do not have to be on the same GO, I get a lot of errors when trying to reference the Network Animator from the animator's script. How do I reference the Network Animator if my animation script is on a different GO? I am limited because I cannot add a Network ID to the child GO, so I cannot make the animation script into a NetworkBehaviour instead of MonoBehaviour. I can however set it to "using Mirror;". Also, I cannot use GetComponent<>(); to get the NetworkAnimator. Using the code "networkAnim = playerCharacterPrefab.GetComponent<NetworkAnimator>()" I get the following error: If I cannot declare the networkAnim as an Animator, what should I declare it as? If anybody can help, I would very much appreciate it!