Networking bad mouseposition for client

Hi,
To put the context, i’m on a 2D unity project. And i have currently a very simple project. My project can host and be join by a player. For each player there is a player prefab which is spawn.
Each player can shoot little projectiletoward the mouse cursor.
But when i shoot a projectile, the host shoot correctly but the client doesn’t aim in the good direction and i can’t understand why.
I’m working with the netcode manager.

Here is the code for the player

public class Player : NetworkBehaviour
    {
        [SerializeField]
        public GameObject Projectile;
        public NetworkVariable<FixedString64Bytes> PlayerName = new NetworkVariable<FixedString64Bytes>("Test");
        public NetworkVariable<float> Health = new NetworkVariable<float>(100);
       void Update()
        {
            if (!IsLocalPlayer)
                return;
            var x = Input.GetAxis("Horizontal")*0.1f;
            var y = Input.GetAxis("Vertical")*0.1f;

            transform.Translate(x, y, 0);
            if(Input.GetButtonDown("Fire1"))
                if(IsServer)
                {
                    Shoot();
                }
                else
                {
                    ShootServerRpc();
                }
        }
        [ServerRpc]
        void ShootServerRpc()
        {
            Shoot();
        }
        void Shoot()
        {
            Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            GameObject go = Instantiate(Projectile, transform.position, Quaternion.LookRotation(Vector3.forward, mousePos - transform.position));
            go.GetComponent<NetworkObject>().Spawn();
        }
    }

And the code for the projectile :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Projectile : MonoBehaviour
{
    float velocity = 10f;
    void Update()
    {
        transform.Translate(Vector3.up * Time.deltaTime * velocity);
    }
}

Do you have any idea what am i doing wrong?
Thanks for your answer.

Hi,

I’ve finally found my trouble. I need to calculate the rotation and position outside the ServerRPC function. Otherwise, it takes only the mouseposition of the server. Even if a client call it.