Lock on opponent in UNET (C#)

So I am trying to make my character lock on an opponent(Similar to rocket league ballcam), but it keeps finding itself. Rather than the network opponent, how do I prevent this?(C#)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;

public class LockOn : NetworkBehaviour
{
    MouseLookSimple look;
    private Transform enemy;
    private GameObject me;
    private void Start()
    {
        me = this.gameObject;
        look = GetComponent<MouseLookSimple>();
    }
    private void Update()
    {
        
        if (enemy = me.transform)
        {
            //look.enabled = true;
            enemy = GameObject.Find("MainCharacter(Clone)").transform;
            Debug.Log("Finding Target");
        }
        else
        {
            //look.enabled = false;
            if (isLocalPlayer)
            {
                transform.LookAt(enemy);
                Debug.Log("GET EM!!!");
            }
        }
            
        


    }
}

Found solution, hope this helps if you need it!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;

public class LockOn : NetworkBehaviour
{
    MouseLookSimple look;
    private Transform enemy;
    private GameObject opponent;
    private GameObject me;
    private void Start()
    {
        me = this.gameObject;
        look = GetComponent<MouseLookSimple>();
    }
    private void Update()
    {    
        RemoveAllOther();
    }
    public void RemoveAllOther()
    {
        GameObject[] others = GameObject.FindGameObjectsWithTag("MainCharacter"); //Get array of 
        opponent = GameObject.Find("MainCharacter(Clone)");
        enemy = opponent.transform;                                                                       
        foreach (GameObject go in others)
        {
            Debug.Log(go);
            if (go != me)
            { 
                transform.LookAt(go.transform);
            }
            
        }
    }
}