Executing RPCs over the network
In this section, you’ll do some practice with RPCs by fixing the issue we are experiencing with making the character sprint correctly. As you may remember, when the character is sprinting on the client, you will get “jumpy” behavior – the character seems to start running but it is immediately brought back to a walking speed.
This happens because the sprint action is being executed on the player client, but it is not being executed on the server, which is the one that is in command; hence, the override from the server slows the character to its move speed on every update. This means that you are trying to move your character at a sprint speed but, as soon as the server replicates the movement on the client, it will bring the character back to moving speed.
We don’t even want the client to control this kind of important interaction – remember that it is the server who is in command – so, get back to...