Why doesn't an object appear on both screens? (Unity networking)

#pragma strict
import UnityEngine.Networking;
class Queue extends NetworkBehaviour
{
var Car : GameObject;
var queueing : boolean;
var timer : GameObject;
var manager : GameObject;
function Start ()
{
ClientScene.RegisterPrefab(Car);
timer = GameObject.Find(“GlobalTimer”);
manager = GameObject.Find(“NetworkManager”);
}

function Update () 
	{
		if(Input.GetKeyDown(KeyCode.F2))
			{
				queueing = !queueing;
				Debug.Log(queueing);
			}

		if(queueing == true && timer.GetComponent(RaceTimer).starting == true)
			{
				CmdSpawn();
			}

	
	}
}

	function CmdSpawn()
		{
			var c = Instantiate(Car);
			NetworkServer.Spawn(c);
			Destroy(gameObject);
		}

That’s my script but when I spawn the car , it doesn’t appear on both screens nor does it think it’s a “localplayer”? Any help?

I really can’t tell what is the problem, because there might be some, but I am sure that video will help you if you do and check every step made in this video.

From what I can tell by the code it seems that possibly your destroying the gameobject of the Car that your wanting on the network.
What happens when you don’t destroy the gameobject?