Client mouse position problem!

Hello! I am learning the unity network, and got a problem that I have tried to fix for ages :frowning: . Hope you guys can help me out!

[Problem] :

When a player shoots, my script instantiates a projectile prefab at the players position and then a projectile script move the projectile to mouse position.

It works fine for a single player but when i try with 2 players (1 host and 1 client) client shoots to the mouse position of the host. It works fine for the host but i couldn’t make clients to shoot to their own mouse positions. (It seems that host’s screen still on when clicking client’s window) How can I get client’s own input mouse position?

[Script attached to projectile prefabs]:

void Start()
{
    
        worldPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        flyTime = (worldPoint - transform.position).magnitude / (speed);
        Invoke("DestroyProjectile", flyTime + 0.09f);
    
}

// Update is called once per frame
[ServerCallback]
void Update()
{
    if (speed > 0)
    {
        float step = speed * Time.deltaTime;
        transform.position = Vector2.MoveTowards(transform.position, worldPoint, step);

    }
    else
    {
    }
}

Good day.

For your text, I understand is the server ho calculates the direction.

You need the client to send to the server the position of its mouse as a world vector3 position.

So server will know what position of the world must be the destiny of the bulet. Then make the server start the movement with that world position.

Bye!