Spawn player after loading a scene! [UNET]

Hi guys and thanks to be there! IHere is the situation:

Basically i start the first scene (with a NetworkManager), press a button and connect to the server.
Then i load a scene, and by pressing another button that select the SpawnPosition i load the “LoadingScene”.

Now in the loading scene i want that the players are spawned! So i got this script in “LevelLoaderGameO” witch is a empty gameobject with a NetworkIdentity setted on LocalPlayerAutorithy.

public class LevelLoader : NetworkBehaviour {

    public GameObject PlayerPrefab;
    public GameObject Player;


    public void Start()
    {
        CmdSpawnPlayers();
      
    }

  
    [Command]
    void CmdSpawnPlayers()
    {
        GameObject GO = Instantiate(PlayerPrefab, null);  
        NetworkServer.Spawn(GO);
        StartCoroutine(LevelLoaderAsync(Levels.MapInGame));
    }

    IEnumerator LevelLoaderAsync(string LevelName)
    {
        AsyncOperation load = SceneManager.LoadSceneAsync(LevelName);

        while(!load.isDone)
        {
            float progress = Mathf.Clamp01(load.progress / .9f);
            Debug.Log(progress");
            yield return null;
        }
    }
}

The problem is that when the loading scene start i got disabled the “LevelLoaderGameO”.
If i force the LevelLoaderGameO to get enabled by enabling it on the inpsector i got:
Trying to send command for object without authority.
Please, i’m stucked from 2 days, help me! Thanks in advance.

Just what the message says and what the documentation says.
You are trying to send a command to a object you don’t have authority to. Tbh, there is NO need for a command in this case. You should simply run the method directory on the server from the Start method. In addition, if you are not using your own Scene management system. I suggest not doing it like this, but rather use the NetworkManager’s build in methods to change scenes.

The problem is that this scritp run on the client, the server is a scene apart (pls view this for a better understandig of my situation:
https://forum.unity3d.com/threads/two-networkmanager-one-for-the-server-and-one-for-the-client-mistake.485184/
)

If i leave the command attribute i just get another error that says that the network is not active!