title: Simple Unity5 LAN game, server updating clients are not
body: <p>I am making a simple LAN game to just get my bearings in Unity Networking. All it is supposed to do is when a player clicks on a square in a grid, it changes it blue. My issue is when the LAN Host clicks on a square, it only updates locally and doesn't update the clients. When the client clicks on a square, it updates locally and the LAN host gets updated, but other clients do not get updated. All of my grid pieces have a network identity attached to them</p>
  
  <p>Any ideas?</p>
  
  <p>Heres the code:</p>
  
  <pre class="lang-c# prettyprint-override"><code>     using UnityEngine;
       using System.Collections;
       using UnityEngine.Networking;
  
       public class Player_Paint : NetworkBehaviour {
  
           [SyncVar]GameObject syncGridPiece;
           GameObject gridPiece;
  
           void Update () {
               Paint();
               TransmitGridColours();
           }
  
           void Paint(){
               if(isLocalPlayer &amp;&amp; Input.GetMouseButtonDown(0)){
                   RaycastHit2D hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
                   if(hit.collider != null){
                       print(GameObject.Find (hit.transform.name));
                       gridPiece = hit.collider.transform.gameObject;
                       gridPiece.GetComponent&lt;SpriteRenderer&gt;().color = Color.blue;
                   }
               }
           }
           [Command]
           void CmdProvideGridColourToServer(GameObject gridPiece){
               if(gridPiece){
                   syncGridPiece = gridPiece;
                   syncGridPiece.GetComponent&lt;SpriteRenderer&gt;().color = Color.blue;
               }
  
           }
           [Client]
           void TransmitGridColours(){
               if(isLocalPlayer){
                   CmdProvideGridColourToServer(gridPiece);
               }
           }
       }
  </code></pre>