NetworkBehaviour > Why is isLocalPlayer always false?

I have a PlayerController class extending NetworkBehaviour.
This is for a 2 player game.
In the OnStartClient method I have

    public override void OnStartClient ()
    {
        base.OnStartClient ();
        if (isLocalPlayer)
        {
            Debug.Log("YES localPlayer");
        }
        else
        {
            Debug.Log("YES remotePlayer");
        }
    }

I see ‘YES remotePlayer’ twice when the game starts. Why? Shouldn’t I see ‘YES localPlayer’ as well?

Called on every clients when sync. If you look in an “host mode” when unity is playing, you only see the server side so you don’t see your “local” client/player.

(I think, I suppose, it’s already like that in my cases :cry: )