Sync video on host and clients

Hi all,
I am trying to synchronize the video on both the host and clients.
And I tried the method supplied by Bruno in this post . However, I've run into an issue where I'm unable to call the RpcPlayVideo function. I've attempted to troubleshoot this problem, but I haven't been able to find a solution yet. Any kind of help will be highly appreciated.

Sincerely,
Chloe

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
using UnityEngine.Video;
using UnityEngine.SceneManagement;
public class SyncVideo : NetworkBehaviour
{
    public VideoPlayer videoPlayer;
    [SerializeField]
    private bool isPlaying = false;
    // Start is called before the first frame update
    void Start()
    {
    }
    void Awake()
    {
        SceneManager.sceneLoaded += OnSceneLoaded;
    }
    void OnSceneLoaded(Scene scene, LoadSceneMode mode)
    {
        videoPlayer = GameObject.Find("Plane").GetComponent<VideoPlayer>();
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.P))
        {
            Debug.Log("Pressed the key P to play the video.");
            if (isServer){
                RpcPlayVideo();
            }

            else{
                CmdPlayVideo();
                Debug.Log("CmdPlayVideo");
            }

        }
    }
    [ClientRpc]
    void RpcPlayVideo()//server calls this method
    {
        Debug.Log("RpcPlayVideo");
        StartPlaying();
    }
    [Command]
    void CmdPlayVideo()//clients call this method
    {
        RpcPlayVideo();
    }
    void StartPlaying()
    {
        Debug.Log("Start playing");
        //play or pause video locally
        if (!isPlaying)
        {
            videoPlayer.Play();
            isPlaying = true;
        }
    }
}


What makes you unable to do so? I doubt you mean it literally, so do you get an error or does the function not execute? Also, what network tech do you use? It doesn't look like NGO due to the [Command] attribute.

Note that you may not want BOTH the client and the server to react to the P key. The server should not handle input. If the server is a client-host, it's literally also a client that talks to itself (as the server) and should therefore not require the server to test for the P key being pressed as well. Only clients should start the video with a key input, not the server. Perhaps that is the issue.