Hello, i'm pretty desperate here because i'm stuck on it for a couple days.. I want to add a chat system to my game, every tutorial that i've seen or any old threads about it made a Chat byitself, and i just want a Chat for my game, so if i tried to add what they did it didn't work.. So i had to try to make something by myself... That's the script: Code (CSharp): using UnityEngine; using System.Collections; using UnityEngine.Networking; using System.Collections.Generic; using UnityEngine.UI; public class Chat : NetworkBehaviour { [SerializeField] private Text _chatText; [SerializeField] private InputField _sendTextInput; [SerializeField] private GameObject _playerCanvas; [SerializeField] private SyncListString chatLog = new SyncListString(); void Start() { if (isLocalPlayer) { _playerCanvas.SetActive(true); } if (!isLocalPlayer) { _playerCanvas.SetActive(false); } } [Command] void CmdSendMessage() { ChatMessageMsg msg = new ChatMessageMsg(); msg.Message = ("Player " + netId + ": " + _sendTextInput.text); _sendTextInput.text = string.Empty; Debug.Log(ClientScene.FindLocalObject(netId).name); RpcReceiveChat(msg.Message); } [ClientRpc] public void RpcReceiveChat(string msg) { chatLog.Add(msg); _chatText.text += chatLog[chatLog.Count - 1] + "\n"; } } Basically i have a Player prefab, it has the chat UI in it (So i can use the UI components with the script). ChatMessageMsg has 1 string that inheritances the MessageBase class, and there is a Button UI that onClick calls the CmdSendMessage(). So, when players spawn, each player can control his own character, etc.. When the host sends a message it sends: "Player 1:"blabla" But when a client sends a message it sends: "Player 2:" without the message... Also the messages that were sent didn't display on the chat for all the clients.. Just to the client who sent the message >< I hope someone could help me with it..