seperate cameras in lan multiplayer fps

I’m making a simple lan multiplayer fps using a similar control scheme to doom. Anyway when I host a server on one window and then connect a client to the server. When the client connects it’s camera takes up both screens and the host loses it’s camera view (the client camera spawns over the host’s camera on both windows).

How do I fix that

If the camera is somewhere in player object you can disable it if it’s not your local player like

public class DisableCamera : NetworkBehaviour
{
    public GameObject thisCamera;

   void Start()
  {
  if ( ! isLocalPlayer)
     {
         thisCamera.enabled = false;
      }
  }
}

I realized I had the same issue. I had to make my object public since I originally had it private, and the I simply dropped it in the slot in the inspector using a similar scrip to the one posted above.