# Unet Syncing within AR Hololens

I am out of options. I have tried everything I could and no matter what I do, the Transforms don't sync up. I have had multiple solutions that worked in my test, non AR project, but once I put on the HoloLens, it doesn't work. Here is what I did:

//PlayerObject that is spawned by the NetworkManager
//(obviously has Network Identity component)
public class ClientObject : NetworkBehaviour {
public static ClientObject CurrentClient;

private void Start() {
if(isLocalClient) CurrentClient = this;
}

public void MoveObject(GameObject obj, Vector3 position) {
Cmd_MoveObject(obj, position);
}

[Command]
public void Cmd_MoveObject(GameObject obj, Vector3 position) {
obj.transform.localPosition = position;
}
}


And now the object that wants to get synced. It has a Network Transform with standard settings, a network identity and (obviously) no-one has authority since it doesn't get spawned:

public class AnObject : MonoBehaviour {
public void IWasMoved() {
/*
* Someone Moved this object, either by dragging it or
* clicking on one of it's arrows through the hololons.
*/

Vector3 newPosition = (the new position i want this object to have);
ClientObject.CurrentClient.MoveObject(gameObject, newPosition);
}
}


That's what I have. The only thing different from the version that works on my PC without the HoloLens is that I don't set localPosition = position, but instead use Translate(position) (which is obviously the non local version);

I am tired of writing new code, building the project, having Visual Studio translate the code to C++, start my HoloLenses and test if it works, which takes over an hour every time I do so.

So: is there anything fundamentally wrong with my code? Again: it works on my test project just fine. I refuse to believe that it's the HoloLens's fault...