[Command] on client not being called

I’m trying to get my head around UNET, and I got stuck pretty much at the beginning.
I have basic scene:

  • NetworkManager
  • 2 spawn point (gameobjects with NetworkStartPosition) - so I’ll know which object is being “active” [one at 10,0,0 and the second at 0,10,0)
  • player cube prefab with network identity and playerCube script.

This is the script on the player cube:

using UnityEngine.Networking;

public class PlayerCube : NetworkBehaviour {

    void Start()
    {
        print("islocal? " + isLocalPlayer);
        if (isLocalPlayer)
        {
            CmdPopulate();
        }
    }

    [Command]
    private void CmdPopulate()
    {
        print("CmdPopulate " + transform.localPosition);
    }
}

When the editor is the host, then I get the logs of “islocal? true”; “CmdPopulate (0.0, 10.0, 0.0)”
and when the client connects I get the logs of “islocal? false”; “CmdPopulate (10.0, 0.0, 0.0)”

BUT when the editor is the client, then when he connects to the host, then the only logs are “islocal? true” & “islocal? false”

Why the command not being called the second time?? (tried with local player authority enabled\disabled, didn’t change)

I watched the live training, followed the “Setting up a Multiplayer Project from Scratch” in the manual, and search this forum and answers section, but none had the answer (or they did, and I just didn’t get it :/)

What am I missing here?

Late hours questions :(, of course I don’t see the logs, because the logs (and function\command) are executed on the server copy of the script