Dear community, since three days I grapple with Unitys Network State Synchronisation in an Authorative System. First let me explain the problem: Having a server(0), client(1) and another client(2). The order that (1) has connected before (2) is important. Everything works fine, when (1) and (2) are connected to (0), they are able to walk around even when the game has already started by (0). But: When (1) reconnects to (0), the player spawns and only (0) and (2) can see him walking around if (1) is moving, but (1) can only see him staying around. So (1) is not getting the Received state from (0) for (1) transformation NetworkViewID, all the other clients do. But when (2) is reconnecting, everything is fine. Always with the last client there are no problems reconnecting. Now my system: A Player Object contains two State Synchronisation: One for the transformation and the second for the input. (0) is allocating a new NetworkViewID for the transformation, so (0) owns the player for the moment. (0) inform all clients to spawn the player through RPC. When (1) or (2) instantiate the player locally they receive the transformations NetworkViewID per parameter. (1) or (2) assigns this ID to their local players transformation NetworkView and allocate a new NetworkViewID for the input, if this is the own player they want to control. This new allocated NetworkViewID will be informed to (0) and updated on (0). Other clients dont need this ID to know. After testing and analyzing this there are no conflicts with the IDs, all clients and the server have the right IDs set. So this is not the problem. The problem I think are the NetworkViews as components. I have read the topic "Bringing newly Client Player 'up to Speed'" on http://forum.unity3d.com/viewtopic.php?t=11405 and I think that the problem is also the bug in Unity. With resetting the NetworkViews as components I had no luck, but I will try once again... So what can I do? Where are the experts? Who can tell me how I can bypass this problem or solve it?