I'm trying to create a multiplayer fps game with Mirror and I'm encountering some issues

I’m testing it so that I’m running a host and client on the same pc. When I host and enter with the client, the host moves around and rotates perfectly on the client’s screen, but when the client moves, nothing happens on the host’s screen. Can somebody help with this?

Here’s the code for my PlayerSetup:

using UnityEngine;
using Mirror;
public class PlayerSetup : NetworkBehaviour
{
    [SerializeField]
    Behaviour[] componentsToDisable;
   
    Camera sceneCamera;
   
    void Start ()
    {
            if (!isLocalPlayer)
            {
                    for (int i = 0; i < componentsToDisable.Length; i++)
                    {
                            componentsToDisable[i].enabled = false;
                    }
            } else
            {
                sceneCamera = Camera.main;
                if (sceneCamera != null)
                {
                    sceneCamera.gameObject.SetActive(false);
                }
            }
    }
    void OnDisable ()
    {
        if (sceneCamera != null)
        {
            sceneCamera.gameObject.SetActive(true);
        }
    }
}

You say you don’t see any player movement on the host when the client moves, but this script doesn’t appear to have anything to do with player movement. Do you have your network transform component set up correctly? Are you using local authority where you move the client player object locally and have the network transform send that to the host? Or are you using server authority where you send input Commands from the client to the host, and use the network transform to send the actual movement of the player from the host to the clients?