Yeah, haven't got much of a description for this one :/ Background: it's a cross-platform project (Win/Mac/Android/iOS) where the only real difference is the control scheme for each platform. Any platform can host a game, and all platforms can join as clients. The host runs all the AI (using the A* pathfinding project) and transmits AI positions to clients using the NetworkInterpolatedTransform sample script. All this works swimmingly testing from, say, the editor and a web player. That said... Whenever I instantiate any AI with an Android client either connected or hosting the game, I get 2 Sending generic initial state update, broadcast on, view ID 'Allocated ID: x' messages, followed by a crash; specifically: A/libc(23383): Fatal signal 7 (SIGBUS) at 0x00000000 (code=128) I have absolutely no clue whatsoever as to what's going on here. Anyone got any pointers? Oh and if it helps, here's the entire log leading up to the crash. The "EnableOneShotClient" RPC is the call that starts the spawning on the server: Edit: One other thing, it all runs fine on Android if no other players are connected. This leads me to believe it's an RPC issue, but I don't get any errors, just the crash.