Why does GetInput Get called Differently on Host vs Client

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I am running a Server Auth Environment and just trying to do a simple Jump.

I setup the INetworkData accordingly.

On Update I receive the jump input and set it to true if it was pressed

When I read the Inputs, i set these Bools to false:


OnInput I do:

input.Set(_playerControlsManager.GetNetworkInput());

And then Finally I read the GetInput on FixedUpdateNetwork:

Seems pretty straight forward, but this GetInput runs differently on my Host vs Client.

On host it works perfectly fine. This GetInput sends Jump = true for one tick. On Client side however, this same call sends multiple jump = true ticks. Which causes my jump to behave all sorts of weird on the client side. (the jump is a simple rb.AddForce)

Is there something I am missing with the way I am handling this logic?