RPCMode.Server Called on client with open unity-Editor

At the moment I am trying to run a command on my server to deliver a new player Number from the Server. I do not want to use networkPlayer because the numbers should be limited to 8. (networkPlayer counts on)

If i run the following code I get the output of the Debug.Log on in the Debug Window without beeing a server. Shouldn’t I just get the output if this would be the server?

CentralAccess.m_lobby.networkView.RPC("RPC_RequestPlayerNumber", RPCMode.Server, _player);


[RPC]
    public void RPC_RequestPlayerNumber(NetworkPlayer _networkPlayer)
    {
        int playerNumber = 0;
        m_lobbyPlayers.ToList().ForEach(o => Debug.LogError(o.m_number));
        for (int i = 1; i < m_lobbyPlayers.Length + 1; ++i)
        {
            Debug.LogError(i);
            if (!m_lobbyPlayers.Any(o => o.m_number == i))
            {
                playerNumber = i;
                break;
            }
        }
        Debug.LogWarning(Network.player);
        Debug.LogError(playerNumber);
        networkView.RPC("RPC_CreatePlayer", RPCMode.AllBuffered, playerNumber);
        Debug.LogError(_networkPlayer);
        networkView.RPC("RPC_SetPlayerNumber", RPCMode.AllBuffered,_networkPlayer, playerNumber);
    }

Yes, I don’t use Unity’s built-in networking but I see no reason for the RPC to be called on all clients as opposed to only the current server-player.

Is it possible you have similar debug lines in the two RPCs you call from the RPC you’re displaying?