Online sync problem

I deleted the network transform from my prefabs and gave the character’s destination with the syncvar destination value.
Character movements are processed by clients, but sometimes when there are FPS problems or other situations, synchronization problems occur. The position of the NPCs on the server is different from the position on the client. I don’t want to use network transform (movements are not smooth). How can I find a solution?

Syncvar = Syncronizating destination value to all players

and i am using Mirror Networking
I am using Ailerp and 2d project

I think your best bet if you don’t want to use Network Transform is to do periodic checks to check when something is out of sync (ex: is the difference of positions more than a sqrMagnitude of say, .1f) then have them all teleport to the client’s positions, and create a new path for them all.

IIRC, Mirror is actually pretty similar to NGO, which I use. With NGO I remember there being a way to kinda make your own network transform sync by code. That might be a better solution, although more work.