Material Only Changes For The Host And When The Client Goes To Get Tagged They Just.. Dont?

Yes, This Uses Mirror/Unet

The Clients TagManager Script does update and the ‘tagged’ bool does get ticked, but the material just doesn’t change for the host or any other client at all

thing is when the host gets tagged though, the material does change and show on all the other clients.
Please Help.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class TagManager : NetworkBehaviour
{
public Material regularMat;
public Material taggedMat;
public CapsuleCollider TagBox;
public bool tagged;
private void Start()
{
if (isLocalPlayer)
{
TagBox.enabled = false;
}
else
{
//gameObject.GetComponent().enabled = false;
}
}
private void Update()
{
if(isServer)
{
RpcUpdateTag();
}
}
private void OnTriggerEnter(Collider other)
{
if(other.tag == “TaggedPlayer” && !tagged)
{
tagged = true;
Debug.Log(“client has been tagged”);
}
else if(other.tag == “Player” && tagged)
{
Debug.Log(other.name + “has been tagged”);
}
}
[ClientRpc]
public void RpcUpdateTag()
{
if (!tagged)
{
Debug.Log(name + “is not tagged”);
}
else
{
Debug.Log(name + “is tagged”);
gameObject.GetComponent().material = taggedMat;
}
}
}

If You Are Wondering How I Am Getting The Host And Players To Be Tagged, i have a cube with the tag manager script in the map that has the tagged bool ticked