isLocalPlayer is not working on LAN client

Hi everyone.

I cannot figure out why this is not working. I have my projectile registered in NetworkManager. I have NetworkIdentity on my projectile. I have NetworkTransform…etc. When I click the mouse button in the Host version, BOTH players spawn projectiles. When I click the button in the LAN client, NO players spawn anything. If I remove the [Command] ornament, the projectile is fired as expected. on the LAN client. But the the Host version still has BOTH players spawn projectiles. I’m losing my mind with this - it doesn’t seem that difficult as per this link:

https://unity3d.com/learn/tutorials/topics/multiplayer-networking/adding-multiplayer-shooting?playlist=29690

void Update () {
        if (!isLocalPlayer) return;
        CmdFire();
	}

    [Command]
    void CmdFire()
    {
        
        if (Input.GetMouseButtonDown(0))
        {
            Debug.Log(" fired ");
            var pos = getPos(0, 1.2f, 0);
            var obj = Instantiate(getProj(), pos, Quaternion.identity) as GameObject;
            var objRb = obj.GetComponent<Rigidbody2D>();
            objRb.velocity = v2(ProjectileForce, 5);
            NetworkServer.Spawn(obj);
            Destroy(obj, 2.0f);
        }
    }

Wow as soon as I posted it I saw what I did. I had Input.GetMouseButtonDown inside the Cmd function - so obviously the server has no idea what this means.

@caesarhernandez

I am having a similar issue where the host can use mousebuttondown but the client cannot. How did you work around this? Its weird because the client can use the space key, just not the mouse button.