IsLocalPlayer always is true on client and false on server

I am developing a character selection screen for a multiplayer game using Unity/Mirror. With this code, when I select a character and drag it into one of my player’s slots, the RPC function places the same prefab in the opposite slot on the opponent’s side. What I want is for the chosen player’s selection to only instantiate on the other client’s side. I thought about using isLocalPlayer in the RPC, but it doesn’t work, as when I put a debug there, I see that it’s always false on the server side and true on the client side. I have tried using netId, identity, and other properties of the NetworkBehaviour class, but I always get the same result.

using Mirror;
using UnityEngine;

public struct Enemy
{
    public int slot;
    public string warrior;

    public Enemy(int slot, string warrior)
    {
        this.slot = slot;
        this.warrior = warrior;
    }
}

public class SyncSelectionScene : NetworkBehaviour
{
    public TextMesh texto;
    [SyncVar(hook = nameof(OnSetPlayerId))] uint playerId;
    [SyncVar(hook = nameof(OnEnemyChange))] Enemy enemy;

    public override void OnStartClient()
    {
        base.OnStartClient();
        if (isServer)
            playerId = connectionToClient.identity.netId;
    } 

    private void Update()
    {
    }

    [Command]
    public void CmdSetEnemy(int slot, string warrior)
    {
        enemy = new Enemy(slot, warrior);
    }

    public void SetEnemy(int slot, string warrior)
    {
        if (isServer)
        {
            enemy = new Enemy(slot, warrior);
            return;
        }
        CmdSetEnemy(slot, warrior);
    }

    public void OnSetPlayerId(uint oldId, uint newId)
    {
        texto.text = newId.ToString();
    }

    public void OnEnemyChange(Enemy oldEnemy, Enemy newEnemy)
    {
        if (isServer)
            RpcUpdateOpponentCharacter(newEnemy.warrior, newEnemy.slot);
    }

    [ClientRpc]
    void RpcUpdateOpponentCharacter(string warrior, int slot)
    {
        Enemies.PutEnemiesInScene(warrior, slot);
    }
}