all players spinning[Photon]

In a previous thread I was creating a spin function for my character. Well, it was a success! As long as my player is standing still, the other client sees just fine and is un-affected.

if (IsGrounded())
        {
			if(Input.GetKey(KeyCode.Alpha1)){
				
			this.transform.Rotate (Vector3.up, sSpeed * Time.deltaTime);
				if(sSpeed<1000)
				sSpeed+=1.0f;
			}
			else
            transform.rotation = Quaternion.LookRotation(moveDirection);

        }
        else
        {
			
            Vector3 xzMove = velocity;
            xzMove.y = 0;
			
            if (xzMove.sqrMagnitude > 0.001f)
            {
			
                transform.rotation = Quaternion.LookRotation(xzMove);
            }
			
        }

When I add the spin function to the movement adjustment, all players on the current client begin to rotate

if (IsGrounded())
        {
			if(Input.GetKey(KeyCode.Alpha1)){
				
			this.transform.Rotate (Vector3.up, sSpeed * Time.deltaTime);
				if(sSpeed<1000)
				sSpeed+=1.0f;
			}
			else
            transform.rotation = Quaternion.LookRotation(moveDirection);

        }
        else
        {
			if(Input.GetKey(KeyCode.Alpha1)){
				
			this.transform.Rotate (Vector3.up, sSpeed * Time.deltaTime);
				if(sSpeed<1000)
				sSpeed+=1.0f;
			}
			else{
            Vector3 xzMove = velocity;
            xzMove.y = 0;
			
            if (xzMove.sqrMagnitude > 0.001f)
            {
			
                transform.rotation = Quaternion.LookRotation(xzMove);
            }
			}
        }

You need to check the PhotonView’s isMine property. It just so happens a Google search pulled up this question I answered previously.

Essentially, only do the rotation/movement if it is yours. Other players should see the result after applying the updated information that is received in the OnPhotonSerializeView method.