Camera attached to the wrong player

Hi, the title says it all. I’m working on a online multiplayer game. When I start a server everything is fine, but when I connect as client a new prefab is made and controlable by the client. But the camera snaps to the wrong player. I tried it the camera.enabled=true; in the awake but that isn’t working.

Does anyone have any idea how to fix it?

Here’s my code:

#pragma strict
#pragma implicit
#pragma downcast

public var playerPrefab : Transform;


function OnServerInitialized(){
	Spawnplayer();
}

function OnConnectedToServer(){
	Spawnplayer();

			
			
}

function Spawnplayer(){

	var myNewTrans : Transform = Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0);
			if(networkView.isMine){
			camera.enabled = true;
			}
}




function OnPlayerDisconnected(player: NetworkPlayer) {
	Debug.Log("Clean up after player " + player);
	Network.RemoveRPCs(player);
	Network.DestroyPlayerObjects(player);
}

function OnDisconnectedFromServer(info : NetworkDisconnection) {
	Debug.Log("Clean up a bit after server quit");
	Network.RemoveRPCs(Network.player);
	Network.DestroyPlayerObjects(Network.player);
	
	/* 
	* Note that we only remove our own objects, but we cannot remove the other players 
	* objects since we don't know what they are; we didn't keep track of them. 
	* In a game you would usually reload the level or load the main menu level anyway ;).
	* 
	* In fact, we could use "Application.LoadLevel(Application.loadedLevel);" here instead to reset the scene.
	*/
	Application.LoadLevel(Application.loadedLevel);
}

Ok, I decided to make a quick example project showing you how the basic setup works - [10976-multiplayer_camera.zip|10976] it is.