Hi, I'm really new to Network programming, I could not find anything usefull on the web yet. Short explanation: I have 2 players (host and client) . Both should each controll one canon, which are two seperate world objects. If I use a NetworkVariable<struct> with the Transform informations in it, I can only change that via Server, trying to change the NetworkVariable via Client is forbidden. So I tryed using ServerRpc with "RequireOwnership = false". But I did not find a way yet to let the client pass parameters to that ServerRpcFunction. That's why in the current state only the host can sync it's own current canon-transforms to the client, but vice-versa. Does someone know how to help?