Cant Use ServerRpc To Move The Player Clientside (Unity Netcode)

Basically I Have A Script That Moves The Players For Some Reason 2 Serverrpcs In The Script Dont Work Client Side (Added Debug Logs To Test) Tried Everything Nothing Worked So I Am Here So Maybe Someone Can Help Me! Here’s The Scripts:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using Unity.Netcode;

public class PlayerMovementTutorial : NetworkBehaviour
{
    [Header("Movement")]
    public float moveSpeed;

    public float groundDrag;

    public float jumpForce;
    public float jumpCooldown;
    public float airMultiplier;
    bool readyToJump;

    [HideInInspector] public float walkSpeed;
    [HideInInspector] public float sprintSpeed;


    [Header("Keybinds")]
    public KeyCode jumpKey = KeyCode.Space;

    [Header("Ground Check")]
    public float playerHeight;
    public LayerMask whatIsGround;
    bool grounded;

    public Transform orientation;
    public Camera cam;

    float horizontalInput;
    float verticalInput;

    Vector3 moveDirection;

    public Rigidbody rb;

    private void Start()
    {
        if (!IsOwner)
        {
            orientation.gameObject.SetActive(false);
            this.gameObject.GetComponentInChildren<CamPos>().gameObject.SetActive(false);
            return;
        }

        rb = GetComponent<Rigidbody>();
        rb.freezeRotation = true;

        readyToJump = true;
    }

    private void Update()
    {
        if (!IsOwner)
        {
            //this.enabled = false;
            orientation.gameObject.SetActive(false);
            this.gameObject.GetComponentInChildren<CamPos>().gameObject.SetActive(false);
            
            return;



        }
        
        // ground check
        if (Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.3f, whatIsGround))
        {
            Debug.Log("Hey!");
            grounded = true;
        }
        else grounded = false;
        MovePlayerServerRpc();
        MyInput();
        SpeedControlServerRpc();

        // handle drag
        if (grounded)
            rb.drag = groundDrag;
        else
            rb.drag = 0;
    }

    private void FixedUpdate()
    {
        
    }

    private void MyInput()
    {
        moveDirection = orientation.forward * verticalInput + orientation.right * horizontalInput;
        Debug.Log("My Input");
        horizontalInput = Input.GetAxisRaw("Horizontal");
        verticalInput = Input.GetAxisRaw("Vertical");
       Debug.Log(horizontalInput);
        Debug.Log(verticalInput);
        MovePlayerServerRpc();
        // when to jump
        if (Input.GetKey(jumpKey) && readyToJump && grounded)
        {
            Debug.Log("Jump");
            readyToJump = false;

            JumpServerRpc();
            MovePlayerServerRpc();
            Invoke(nameof(ResetJump), jumpCooldown);
        }
    }
    [ServerRpc(RequireOwnership = false)]
    private void MovePlayerServerRpc()
    {
        Debug.Log("Move");
        // calculate movement direction
        

        // on ground
        if (grounded)
        {
            rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
            Debug.Log("Move Grounded");
        }
        // in air
        else if (!grounded)
            rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force);
    }
    [ServerRpc]
    private void SpeedControlServerRpc()
    {
        MovePlayerServerRpc();
        Debug.Log("SpeedControl");
        Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);

        // limit velocity if needed
        if (flatVel.magnitude > moveSpeed)
        {
            Vector3 limitedVel = flatVel.normalized * moveSpeed;
            rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
            Debug.Log("Cool Calc");
        }
    }
    [ServerRpc]
    private void JumpServerRpc()
    {
        Debug.Log("JumpyJump");
        // reset y velocity
        rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);

        rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
    }
    private void ResetJump()
    {
        readyToJump = true;
    }

  

}