[UNET] send a string for other clients from server problem in UNET

hi

i have a UI text in my scene and i want to change it, when clients type a word in their input text
and send the word as a simple string between other clients.

but when i testing it… it only send the world to the server and other clients text ui is not change !

what i have to do ?

here is my code :

[Client]
        void ChatWriting ()
        {
            
            if (Input.GetKeyDown(KeyCode.Return))
            {
                CmdChat(ChatFieldText.GetComponent<Text>().text);  
            }
        }
        [Command]
        public void CmdChat(string Cht)
        {
            ChatText.GetComponent<Text>().text = Cht;
        }

The [Command] attribute makes the method only run on the server. You need to send a [ClientRPC] command to update the ChatText.GetComponent().text field on the clients as well.

i do this :

[Command]
    void CmdChat(string cht)
    {

        GameObject[] Go = GameObject.FindGameObjectsWithTag("Player");

        for (int i = 0; i < Go.Length; i++)
        {

            Go*.GetComponent<Chat_System>().Chatt = "Player" + transform.name + " : " + cht;*

Go*.GetComponent<Chat_System>().ChatCounter++;*

if (Go*.GetComponent<Chat_System>().ChatCounter >= 6 )
_{_
Go.GetComponent<Chat_System>().ChatCounter = 1;
_}*_

}

}
and its working. when somebody enter text in textfield, the command find all players and change chat variable for all the players. is this wrong way ?