Problem with multiplayer chat.

I have been trying to make a chat with names in mirror multiplayer using dapper dinos chat system and menu but the only problem is that eh made the chat before he did the title so i had to try and make it by myslef and im a begginer so im not very good at it. I actually succeeded a little bit and made it that there was a title which you chose a name joined or hosted a lobby and then went into the game. In this case the players will go immidiately to the chat instead of the game because im just testing. Everything works good except that all the players name in the chat is the name of the owner of the server. Currently i dont know anything wrong except an issue saying “Chat(Clone)(Clone) has already spawned. Don’t call Instantiate for NetworkIdentities that were in the scene since the beginning (aka scene objects). Otherwise the client won’t know which object to use for a SpawnSceneObject message.” But this prefab was never a scene object it was spawned when the players joined. I will try and find any issue and if you want me to show you code i can. Any fix?

oh yeah it originally said

[Command]
private void CmdSendMessage(string message)
{
RpcHandleMessage($“[{conectionid}]: {message}”);
}

but i changed it to

[Command]
private void CmdSendMessage(string message)
{
RpcHandleMessage($“[{PlayerNameInput.DisplayName}]: {message}”);
}

and this is the string

public static string DisplayName { get; private set; }

also the number of players of chats spawn in so it might be overlapping