Description of the bug:
Animation controllers, with object sync, are not synchronizing the current animation state to all clients when the current animation state is changed using a local-only button that sends an AnimationTrigger event.
Steps to reproduce (how did you encounter the bug?):
Setup an animation controller that will go through various animation states. Add an object sync component. Create a button that uses a local animation trigger to move through the various animation states. The current animation state is not synchronized between clients, any client can activate the button causing the animation states to change independently. Attempting to force ownership of the object with the animator component did not resolve the issue.
Any extra files? (output logs, screenshots):
Screenshot with debug messages
Unity package with an example scene: https://drive.google.com/open?id=1KG79IPZWNpn7YpNhuTZSbQEfuD41vH0M