Photon players connect to each other but only one player can control their screen

Okay this is really weird and basically i use 2 computers and on one computer i use both the pc build and the unity engine and as far as i can tell 2 players have an id of 3 2 of which are on different systems and also 2 players lost control of their character. The camera is inside the character prefab.

here is the code

using System; using UnityEngine; using System.Collections; using UnityEngine.UI; /// <summary> /// This script automatically connects to Photon (using the settings file), /// tries to join a random room and creates one if none was found (which is ok). /// </summary> public class ConnectAndJoinRandom : Photon.MonoBehaviour { /// <summary>Connect automatically? If false you can set this to true later on or call ConnectUsingSettings in your own scripts.</summary> public bool AutoConnect = true; public GameObject player; [SerializeField] private GameObject[] spawnPoints; public byte Version = 1; /// <summary>if we don't want to connect in Start(), we have to "remember" if we called ConnectUsingSettings()</summary> private bool ConnectInUpdate = true; public virtual void Start() { PhotonNetwork.autoJoinLobby = true; // we join randomly. always. no need to join a lobby to get the list of rooms. } public virtual void Update() { if (ConnectInUpdate && AutoConnect && !PhotonNetwork.connected) { Debug.Log("Update() was called by Unity. Scene is loaded. Let's connect to the Photon Master Server. Calling: PhotonNetwork.ConnectUsingSettings();"); ConnectInUpdate = true; PhotonNetwork.ConnectUsingSettings(Version + "0.1" + SceneManagerHelper.ActiveSceneBuildIndex); } } // below, we implement some callbacks of PUN // you can find PUN's callbacks in the class PunBehaviour or in enum PhotonNetworkingMessage public virtual void OnConnectedToMaster() { Debug.Log("OnConnectedToMaster() was called by PUN. Now this client is connected and could join a room. Calling: PhotonNetwork.JoinRandomRoom();"); PhotonNetwork.JoinRandomRoom(); } public virtual void OnJoinedLobby() { Debug.Log("OnJoinedLobby(). This client is connected and does get a room-list, which gets stored as PhotonNetwork.GetRoomList(). This script now calls: PhotonNetwork.JoinRandomRoom();"); PhotonNetwork.JoinRandomRoom(); } public virtual void OnPhotonRandomJoinFailed() { Debug.Log("OnPhotonRandomJoinFailed() was called by PUN. No random room available, so we create one. Calling: PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = 4}, null);"); PhotonNetwork.CreateRoom(null, new RoomOptions() { MaxPlayers = 4 }, null); } // the following methods are implemented to give you some context. re-implement them as needed. public virtual void OnFailedToConnectToPhoton(DisconnectCause cause) { Debug.LogError("Cause: " + cause); } public void OnJoinedRoom() { PhotonNetwork.Instantiate (player.transform.name, Vector3.zero, Quaternion.identity, 0); Debug.Log("OnJoinedRoom() called by PUN. Now this client is in a room. From here on, your game would be running. For reference, all callbacks are listed in enum: PhotonNetworkingMessage"); } }