Auth Server FPS/TPS Mouselook Problem

I’m making a TPS game and the network system is base on the official Networking tutorial. But the auth server example doesn’t include mouselook function.

I wonder if I send mouse movement every frame via RPC, the server will soon be overloaded.

Could anyone give some hints about which should be done at server, and which should be done at client side for FPS/TPS game?

Hi, madturtle
Sorry for over-years comment.
I have the same problem. I did not find a real solution yet over the Unity answers or forum. Even if the question looks very simple. I am waiting for someone to clarify this issue.
As in TPS-Auth for keyboard input, I tried to add mouselook input (Mouse X) via RPC. It’s working fine as speed and no overloaded, but with a big a problem: rotation result on server are a bit different by rotation sent by RPC on client. On the another hand, I understand the usage of RPC it’s not a good idea; better to use state syncronization for movement/rotation; but Auth-TPS it’s confusing about that: there the movement are send exactly by RPC, working fine for WASD movement.