Hi,
Like it says on this link, it's not really recommanded to do so, and I would strongly advice not to.
instead, I would ( and do so for my project
R.mote actually create proxies.
each player instantiate a networked prefab, let's call it "Player Proxy"
this "Player proxy" forwards input from the owner to the clients
in your game logic, the gameobject your players should control ( let's call it "target") is not controlled via a component on itself, but by one of these proxy. so you can then assign a proxy to now be in charge and control that gameobject "target"
Fire an event "CONTROL TARGET START" to "Player proxy" passing the reference to the target. Accept this event only if you are the owner of "player proxy", and then you inject the user input to this target, fire an event "CONTROL TARGET STOP" again for this proxy to stop controlling.
Does that make sense?
bye,
Jean