When played over LAN, my game's behaviour is different depending on whether Unity is hosting or an Android device is.
Edit: When hosting on PC, everything is smooth. When hosting on Android, client updates of specific characters doesn't work.
I have the host control all enemies and content. Clients control only their local character. Every 10th of a second, the host sends updates in a batch for enemy positions. These are lerped between network updates for smooth motion. For each player, running the same movement script, they send updates every tenth of a second across the network using
tno.SendQuickly ((byte)GLOBAL.RFCs.CLIENT_UPDATE_CHAR_POS,TNet.Target.Others,intMovingTo, motionDirection);
This works except when hosted on Android (Nexus 7 2013) and two characters move at the same time. In this case, the non-locally controlled character jerks on clients. That is, the host machine sends the client updates for monsters and the other player character. The monsters are smooth, the player character isn't, using exactly the same code. When Unity hosts on PC, it all works fine.