When acting as a server, Network.time - NetworkMessageInfo.timestamp gives me the correct time that a client networkview packet took to reach me. When acting as a client, Network.time - NetworkMessageInfo.timestamp returns the same value for the server's NetworkView and all the other client's NetworkViews. This is obviously impossible, and it leads me to believe that the server is "resetting" the timestamps of NetworkView packets that it forwards between clients. This is a major issue, because it is playing havoc with my player position interpolation code. The docs clearly say that "Timestamps can be used to implement interpolation or extrapolation of continous streams of packets", but it looks to me like this statement is false unless your game is designed with an authoritative server. Hopefully someone can point out something that I am doing wrong, or Unity will fix this asap. I have already run into several other significant flaws in Unity's networking. It's disappointing that Unity - so incredible in other areas - is this bugridden when it comes to creating multiplayer games. Mike Mac suggested the ingenious system of sending my own timestamp with each NetworkView sync and determining lag from the delta of the previous timestamp, but I wish I could just use Unity's built in components like they say that they are meant to be used.