NetworkView Only Synchronizing the Server's Transform

exactly what it says.

I have a hide and go seek like game, the one player runs from the all the other ones.

for some reason only the server’s transform is being sent.

I can’t figure it out. I thought networkview synchronized the transforms observed over all connected machines, but, it isn’t doing that.

I’ve put a lot of time into this game and it’s practically finished, I’d really like it I could get help with this.

Try Following steps:

  1. Attach a NetworkView to all the objects that you want to synchronize.
  2. in NetworkView hierarchy make sure that state synchronization is off if you are using RPG
  3. NetworkViewId should be same for the object across network
    for more information

http://docs.unity3d.com/Manual/class-NetworkView.html