The other player does not move in multiplayer server

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I'm new to this, this is what i see:

As u can see, one is floating and does not move, while the other is not even visible.

Player Script Code :

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using Photon.Pun;

public class Player : MonoBehaviourPunCallbacks

{

    // Start is called before the first frame update

    void Start()

    {

       

    }


    // Update is called once per frame

    void Update()

    {

        if(photonView.IsMine)

        {

            //local client

            float x = Input.GetAxis("Horizontal") * 10f * Time.deltaTime;

            float z = Input.GetAxis("Vertical") * 10f * Time.deltaTime;

            transform.Translate(x, 0, z);

        }

    }

}

PlayerMovement Script :

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using Photon.Pun;


public class PlayerMove : MonoBehaviourPunCallbacks,IPunObservable

{

    public CharacterController controller;


    public float speed = 12f;

    public float gravity = -9.81f;

    public float jumpheight = 3f;


    public Transform groundCheck;

    public float groundDistance = 0.4f;

    public LayerMask groundMask;


    Vector3 velocity;

    bool isGrounded;


    public GameObject playerCamera;


    public override void OnEnable()

    {

        if(photonView.IsMine)

        {

            controller = GetComponent<CharacterController>();

        }

        else

        {

            playerCamera.SetActive(false);

        }

    }

    // Update is called once per frame

    void Update()

    {

        if(photonView.IsMine)

        {

            isGrounded = Physics.CheckSphere(groundCheck.position,groundDistance, groundMask);


            if(isGrounded && velocity.y < 0)

            {

                velocity.y = -2f;

            }

            float x = Input.GetAxis("Horizontal");

            float z = Input.GetAxis("Vertical");


            Vector3 move = transform.right * x + transform.forward * z;


            controller.Move(move * speed * Time.deltaTime);


            if(Input.GetButtonDown("Jump") && isGrounded)

            {

                velocity.y = Mathf.Sqrt(jumpheight * -2f * gravity);

            }


            velocity.y += gravity * Time.deltaTime;


            controller.Move(velocity * Time.deltaTime);

   

        }

    }  

    public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)

    {

        throw new System.NotImplementedException();

    }  

}

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