SyncVar, Command and Authority problem

Hello everyone! I’m starting to use UNET functionalities, and I have some problem with Synchro info between clients… The player is a prefab spawning throught networkmanager.

I need to Synchronize a Var called “ActiveZone”, it’s a bolean, and I’m using it for detecting when any user is on a zone, throught a OnTriggerEnter cube item, called “SpawnTrigger”, inside the SpawnManager.

Right now, I can active the trigger zone from the HOST , and SyncVar does it’s work activating it on the clients.
The problem comes, when a CLIENT gets inside the zone, it doesnt syncro (since Syncvar is only server->client). I tried using a “Command”, but I might have something wrong, because when launching the command, I get in console: “Trying to send command for object without autority” in Client side.

I will show you my setup:

UnitySetup

This script is attached to SpawnTrigger Object

   ###Spawn.cs###
    public class Spawn : NetworkBehaviour {

public GameObject enemy;
public Transform SpawnPoint_1;
public Transform SpawnPoint_2;
public Transform SpawnPoint_3;
public Transform SpawnPoint_4;
public Transform SpawnPoint_5;
public int EnemyCoord_Y = 0;
public int Range = 35;
public string EnemyTagName;
public int MaxEnemysSpawned = 15;
public int SpawnDelay = 5;
public int EnemysSpawned = 0;

[SyncVar] 
public bool ActiveZone;

public GameObject[] EnemyArray;


[Command]
void CmdActiveZone()

{
ActiveZone = true;


}

void Start () {	

}

void OnTriggerEnter (Collider other) {
	if (other.gameObject.tag == "Player")
	{
	if (!isServer)
	 {
		CmdActiveZone();
	 }else 
	 {
	  ActiveZone = true;
		 
	 }
	 
	 
	}
}

This is not my video, but i have same scenario than this one, except for I have Local player and server only unchecked… : Unet Command Without Player Issue - YouTube

Solved myself, called it on player object and problem dissapeared.