RemoveClientAuthority() still seems to be broken in 5.4.0 F3. Is this a BUG? ...or what do I do wrong
<p>This is the same problem as in <a href="http://forum.unity3d.com/threads/re...ms-to-be-broken-in-5-2-1.359149/#post-2785856" rel="nofollow">http://forum.unity3d.com/threads/re...ms-to-be-broken-in-5-2-1.359149/#post-2785856</a></p>

<p>My problem is the following:</p>

<p>1) Assign client authority to object: AssignClientAuthority</p>

<p>2) Move object, that works</p>

<p>3) Apply RemoveClientAuthority and the object snap back to original position on client side. The "TEST" call is just to see if it apply to the last object.</p>

<p>Is this a bug or is it me who doing something wrong?</p>

<p>Here is a code example from a test i do:</p>

<pre><code>    foreach (string tagName in MP_Singleton.Instance.master_Object_List) {

        temp_GameObject = GameObject.FindWithTag(tagName);

        Cmd_LocalAuthority (true, temp_GameObject);

        temp_GameObject.GetComponent&lt;Renderer&gt;().sortingOrder = z;

        randomX = UnityEngine.Random.Range (-0.055f, 0.055f);
        randomY = UnityEngine.Random.Range (-0.055f, 0.055f);
        randomX = randomX + deckStartPosX;
        randomY = randomY + deckStartPosY;

        Rpc_Position (temp_GameObject, randomX, randomY, z, twistAngle);

        // Add to depth
        z++;

    }

    Cmd_LocalAuthority (false, temp_GameObject); //&lt;&lt; TEST
</code></pre>

<p>RPC:</p>

<pre><code>[ClientRpc]
void Rpc_Position(GameObject myGO, float ranX, float ranY, int zDepth, float twist) {

    myGO.transform.position = new Vector3 (ranX, ranY, zDepth);
    myGO.transform.localEulerAngles = new Vector3(0f, 0f, twist);

}
</code></pre>

<p>Cmd_LocalAuthority:</p>

<pre><code>[Command]
void Cmd_LocalAuthority(bool getAuthority, GameObject obj) {

    objNetId = obj.GetComponent&lt;NetworkIdentity&gt; ();        // get the object's network ID

    if (getAuthority) {
        objNetId.AssignClientAuthority (connectionToClient);    // assign authority to the player
    } else {
        objNetId.RemoveClientAuthority (connectionToClient);    // remove the authority from the player
    }
}
</code></pre>