Here is an example script that synchronizes the bones of an entire skeleton. This is intended to be used by dynamic animation systems driven by user input, such as Kinect systems doing motion capture for shared VR/AR environments. This could be used for regular Mecanim driven animation, but the bandwidth usage is much high than the usual methods. (This is much more efficient than using 30+ NetworkTransformChild scripts to animate all the bones) Instructions: Add the NetworkSkeleton component to the root prefab with the Network Identity. drag the root of the skeleton of the object into the Target slot. disable the Animator and animation scripts on the object make a script to enable the Animator and animation scripts in OnStartLocalPlayer The size of the animation data may be quite big for large skeletons. Setting the SyncLevel can reduce the size - but deep child bones wont animate. For example, the avatar in the mecanim sample project is 78 bones. If the size of the animation data is larger than the MTU (about 1400 bytes), add a UnreliableFragmented channel to your network configuration and specify that as the NetworkChannel. The attached custom editor class must go into the Editor directory of the Unity project.