local player doesn't work for object when switching scene ? ! How to solve it ! ?

Hello
i am instantiating object when server add player
it is working perfect for every object on the network
and local player is working well

but
when switching the scene the client object doesn’t respond to local player condition
so how to solve this problem ! ? and how to save locality for the client object

thanks in Advance ! ?

void Update () {
        if (isLocalPlayer)
        {
            print("Hello local Update");
            //   GetComponent<SpriteRenderer>().material.color = Color.blue;

            Player_canvas.enabled = true;
            Health_canvas.enabled = true;

            //if (isServer)
            //{
            //    Player_canvas.enabled = true;
            //    Health_canvas.enabled = true;
            //}
            //else
            //{
            //    Player_canvas.enabled = false;
            //    Health_canvas.enabled = false;
            //}
        }
        else
        {

            print("Hello not local Update");

            Player_canvas.enabled = false;
            Health_canvas.enabled = false;
        }

// That is working perfect before switching scene

// Code of switching Scene

    public void Confirm_btn ()
    {
        if (isServer)
        {
            Char_Value_int = 2;
            MyNetManager.Player_Creation = 3;
         //   print(MyNetManager.Player_Creation);
            RpcConfirm_btn(true);
                                                                                                                                                                                                                                                                                                                                                                                                                                                                           
            ServerChangeScene("one");
        }

   
    }
    [ServerCallback]
    public void ServerChangeScene(string newSceneName)
    {
        print("Method Done");
        print(newSceneName);
      //  NetworkManager.networkSceneName = newSceneName;
        NetworkManager.singleton.ServerChangeScene(newSceneName);
    }

that is my code
but After switching scene
objects still there But it doesn’t respond to local

I think part of the problem might be how scene change work in the HLAPI. It doesn’t move objects to a different scenes. It destroys them and recreates them.

unfortunately
No , Because i am using Don’t destroy on load in the network manager script
so the object that has been instantiated never destroyed and gone
and locality is working on server
but on client side No at all

 void Update()
    {
        DontDestroyOnLoad(player_client);
        DontDestroyOnLoad(player_host);
}
    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId) // this method for detecting when new client join the room
    {
        Player_Creation++; // increase the integer for every client connected
        if (Player_Creation == 1 ) // this to control the Host (The First Player who join )
        {
          //  Select_player.enabled = false;
            player_host = (GameObject)GameObject.Instantiate(wifi_player, spawnpoint.transform.position, Quaternion.identity); // instantiate the host in specific location

            NetworkServer.AddPlayerForConnection(conn, player_host, playerControllerId);
            Select_player.enabled = false;
         //var go  =   GameObject. Instantiate(wifi_player) as GameObject;
         //   go.transform.parent = player.transform;
       
         //   player.transform.tag = "Player1";  // Give specific tag to the player
        }
        if (Player_Creation == 2) // This to control the Client (the secound player who join )
        {
          //  Select_player.enabled = true;

       //     Client_join = true; 

            //Canvas_host_client = (GameObject)GameObject.Instantiate(playerPrefab, transform.position, Quaternion.identity); // instantiate the client in specific location
            //NetworkServer.AddPlayerForConnection(conn, Canvas_host_client, playerControllerId);

           player_client = (GameObject)GameObject.Instantiate(wifi_player,spawnpoint2. transform.position, Quaternion.identity); // instantiate the client in specific location
            NetworkServer.AddPlayerForConnection(conn, player_client, playerControllerId);

            Select_player.enabled = false;

                      //  player.transform.tag = "Player2"; // Give specific tag to the player
        }
  
           
       
    
    }