I have some boxes that are like rigidbody

When I push them with the player who hosts the game, the box moves well, but when I push it with a player who is a client, the box hardly moves

func _physics_process(delta):
	# code
	
	if get_tree().is_network_server():
		rpc_unreliable("update_transform",  global_transform)

remote func update_transform(transform):
	global_transform = transform

that's the way I thought to do it, could, that check to see if the instance is the server is so that it does not find synchronization problems

The idea is that the player node that is on the server, which is managed by the client, moves the box, but it doesn't seem to do it the way it should, is this approach okay? and what am I missing?

more or less I could fix it, instead of only the server sending them now the client also does it, but now a new jitter problem has arisen due to latency

a year later