[UNET] Client cannot call [Command]s, only the host can

I’ve searched all over the place and have tried numerous things to make this work. Here’s the situation. I have the player press a button and it calls a Cmd function that instantiates a prefab and then sends the server the new gameobject using NetworkServer.Spawn(obj). This works great as the host; I can spawn the object and the other client can see it synced as well. However, when I do the same on the client, the Cmd function does not even run. I inserted print messages specifically into the command function to see if it was running, and it wasn’t. All the code before and after the function call ran perfectly. It’s as if the game decided to skip over the Cmd function because the client can’t run those for some reason. Am I missing something here that I should know about client->server messages?

Also stuck on this problem, can anybody halp?

Client must do Command from a script attached to the Player spawned by the NetworkManager on connection