Both players turn around at the same time

Hello, i got the main camera following the players but once a player rotate to left or right the other player would do it too at the same time.

public override void OnStartLocalPlayer()
    {
        if (isLocalPlayer)
        {
            Camera.main.GetComponent<CameraFollowMultiplayer>().setTarget(gameObject.transform);
        }
    }

void Turning()
       
    {
            if (isLocalPlayer)
            {
                // Create a ray from the mouse cursor on screen in the direction of the camera.
                Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);

        // Create a RaycastHit variable to store information about what was hit by the ray.
        RaycastHit floorHit;

        // Perform the raycast and if it hits something on the floor layer...
        if (Physics.Raycast(camRay, out floorHit, camRayLength, floorMask))
        {
            // Create a vector from the player to the point on the floor the raycast from the mouse hit.
            Vector3 playerToMouse = floorHit.point - transform.position;

            // Ensure the vector is entirely along the floor plane.
            playerToMouse.y = 0f;

                // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
           
                    Quaternion newRotation = Quaternion.LookRotation(playerToMouse);
               
                // Set the player's rotation to this new rotation.
                playerRigidbody.MoveRotation(newRotation);
                Debug.Log("Sending Hola to Server!");
                Hola();
               
            }
            }
        }

That is the player movement script.

public class CameraFollowMultiplayer : MonoBehaviour
{
    // The position that that camera will be following.
    public Transform playerTransform;
    // The speed with which the camera will be following.
    public float smoothing = 5f;
    // reference to mini map camera object
    public GameObject minimap;
    // The initial offset from the target.
    Vector3 offset;
    void Start()
    {
        // Calculate the initial offset.
        {
       
            offset = transform.position - playerTransform.position;
    }
}

    void FixedUpdate()
    {
        // Create a postion the camera is aiming for based on the offset from the target.
        {
            Vector3 targetCamPos = playerTransform.position + offset;

        // Smoothly interpolate between the camera's current position and it's target position.
        transform.position = Vector3.Lerp(transform.position, targetCamPos, smoothing * Time.deltaTime);
        }
    }

    void Update()
    {
        if (Input.GetButtonDown("MiniMap"))
        {
            // Toggle minimap
            minimap.SetActive(!minimap.activeInHierarchy);
        }
        if (playerTransform != null)
        {
            transform.position = playerTransform.position + offset;
        }

    }

    public void setTarget(Transform target)
    {
        playerTransform = target;
    }
}

That is the script attached to the main camera.
I noticed that the event happens on void Turning() (on the player movement script) Thanks in advance.

I am using Mirror networking.

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think (on both players?)
    - the code is executing on another GameObject than you think it is (ditto)
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.