RemoveClientAuthority cannot remove authority for a player object (error),(Unet)

How would I go about giving authority to another object and removing my player’s authority and vice versa because My car won’t drive without authority?
using UnityEngine;
using UnityEngine.Networking;
public class CarEnter : NetworkBehaviour {

    public Behaviour[] carScripts;
    private bool enteredTrig;
    //public Player player;
    public GameObject carCam;
    private bool inCar = false;
    [SerializeField]
    private GameObject gameObjectPlayer;
    [SerializeField]
    private GameObject targetVehicleGameObject;
    private void Start()
    {

       


    }

    void OnTriggerEnter(Collider other)
    {
        

        if (other.gameObject.tag == "Player") {


            gameObjectPlayer = GameObject.FindGameObjectWithTag("Player");

            enteredTrig = true;
            
            
       

        }


    }




    [Command]
    void CmdRequestControlOfVehicle()
    {
        NetworkIdentity targetVehicleNetId = targetVehicleGameObject.GetComponent<NetworkIdentity>();
        targetVehicleNetId.AssignClientAuthority(this.GetComponent<NetworkIdentity>().connectionToClient);

        RpcOnVehicleControlRequestGranted(targetVehicleGameObject);
    }

    [ClientRpc]
    void RpcOnVehicleControlRequestGranted(GameObject targetVehicleGameObject)
    {
        //followcarScript.enabled = true;
        
        gameObjectPlayer.SetActive(false);








        carCam.SetActive(true);
        bool[] wasEnabled;
        wasEnabled = new bool[carScripts.Length];
        for (int i = 0; i < wasEnabled.Length; i++)
        {

            wasEnabled _= carScripts*.enabled = true;*_

}

inCar = true;
}

[Command]
void CmdonPlayerEnter() {

// gameObjectPlayer = GameObject.FindGameObjectWithTag(“Player”);

NetworkIdentity targetPlayerNetId = gameObjectPlayer.GetComponent();
targetPlayerNetId.RemoveClientAuthority(gameObjectPlayer.GetComponent().connectionToClient);

}

private void Update()
{

if (Input.GetKeyDown(KeyCode.E) && enteredTrig == true && inCar == false) {
CmdonPlayerEnter();
CmdRequestControlOfVehicle();

}

if (Input.GetKeyDown(KeyCode.Space) &&inCar == true)
{

//followcarScript.enabled = false;
gameObjectPlayer.SetActive(true);

carCam.SetActive(false);

bool[] wasEnabled;

wasEnabled = new bool[carScripts.Length];
for (int i = 0; i < wasEnabled.Length; i++)
{

wasEnabled = carScripts*.enabled = false;*

}

inCar = false;
}

}

void OnTriggerExit(Collider other)
{

if (other.gameObject.tag == “Player”) {
enteredTrig = false;

}

}

}

Just to answer your question in title: You seem to try to remove the authority from the player object. This is not possible. The player object is the main communication channel of a player. If he would loose authority over his personal player object the player would be cut off as he can’t send anything to the server anymore.