Sending correct data from a server to clients

Hello,

i have a problem sending data.
This is my code:

using UnityEngine;
using UnityEngine.Networking;
public class TestClass : NetworkBehaviour {
     int x;
     void Start()
     {
         if (isServer)
         {
             x = 1;
             Debug.Log("x value: " + x); // x = 1
         }
         else
         {
             CmdTestCommand();
         }
     }
     [Command]
     void CmdTestCommand()
     {
         Debug.Log("x value: " + x);  // x = 0
     }
}

Obviously the debug.log says x is equal to 1 after initializing it.
However, after i create a room, and another client joins my server, my code is supposed to print that value (at least for now).
This does not work! Debug.Log says x is equal to zero in that case.
I think this is because even though x = 1 is assigned on the server, it is stored in the client object that is on the server, is this correct?
Is there a way to make my code work?

Thank you!

Yes. You are reading the instance of the class that exist in the client.

If you want the same value in all clients you can use [SyncVar] attribute
more info here https://docs.unity3d.com/ScriptReference/Networking.SyncVarAttribute.html

Or another aproach is to reach the server class instance inside the command Method

NetworkServer.FindLocalObject(getComponent.netId).getComponent().x

To do that you should make x public

Thanks for your answer.
However, i tried both of your methods, and both seem not to work.
If i call Debug.Log(x) in the command, i still get a value of 0.
What am i doing wrong?

My Code:

    public int x;

    [SyncVar]
    public int y;

    void Start()
    {

        if (isServer)
        {

            x = 1;
            y = 2;

        }
        else
        {
            CmdTestCommand();
        }
    }

    [Command]
    void CmdTestCommand()
    {
        Debug.Log("x: " + NetworkServer.FindLocalObject(GetComponent<NetworkIdentity>().netId).GetComponent<TestClass>().x); //Returns 0
        Debug.Log("y: " + y); //Returns 0
    }

Edit:
I found the solution myself.
I am disabling some scripts depending on if i am the local player or not.
I was also disabling this script for whatever reason, now that i figured that out everything works.