Can't see each other in multiplayer

Hey there.
I have a problem with my unity game, I can connect to my friend, he can connect to Me, but we can’t see each other. Any help?

That’s my multiplayer script:

using UnityEngine;
using System.Collections;
using System;
 
public class MPBase : MonoBehaviour 
{
 
    public string connectToIp = "127.0.0.1";
    public int connectPort = 25000;
    public bool useNAT = false;
    public string ipaddress = "";
    public string port = "";
 
    string playerName = "<NAME ME>";
 
    void OnGUI()
    {
        if (Network.peerType == NetworkPeerType.Disconnected)
        {
            if (GUILayout.Button("Connect"))
            {
                if (playerName != "<NAME ME>")
                {
                    Network.useNat = useNAT;
                    Network.Connect(connectToIp, connectPort);
                    PlayerPrefs.SetString("playerName", playerName);
                }
            }
 
        if (GUILayout.Button("Start Server"))
        {
            if (playerName != "<NAME ME>")
            {
                Network.useNat = useNAT;
                Network.InitializeServer(32, connectPort);
 
                foreach (GameObject go in FindObjectsOfType(typeof(GameObject)))
                {
                    go.SendMessage("OnNetworkLoadedLevel", SendMessageOptions.DontRequireReceiver);
                }
                PlayerPrefs.SetString("playerName", playerName);
            }
        }
            playerName = GUILayout.TextField(playerName);
            connectToIp = GUILayout.TextField(connectToIp);
            connectPort = Convert.ToInt32(GUILayout.TextField(connectPort.ToString()));
        }
        else
        {
            if (Network.peerType == NetworkPeerType.Connecting) GUILayout.Label("Connect Status : Connecting");
            else if (Network.peerType == NetworkPeerType.Client)
            {
                GUILayout.Label("Connection Status : Client!");
                GUILayout.Label("Ping to Server: " + Network.GetAveragePing(Network.connections[0]));
            }
 
            else if (Network.peerType == NetworkPeerType.Server)
            {
                GUILayout.Label("Connection Status : Server!");
                GUILayout.Label("Connections: " + Network.connections.Length);
                if (Network.connections.Length >= 1)
                    GUILayout.Label("Ping to Server: " + Network.GetAveragePing(Network.connections[0]));
            }
 
            if (GUILayout.Button("Disconnect"))
                Network.Disconnect(200);
 
            ipaddress = Network.player.ipAddress;
            port = Network.player.port.ToString();
            GUILayout.Label("IP Address: " + ipaddress + ":" + port);
        }
    }
 
    void OnConnectedToServer()
    {
        foreach (GameObject go in FindObjectsOfType(typeof(GameObject)))
        {
            go.SendMessage("OnNetworkLoadedLevel", SendMessageOptions.DontRequireReceiver);
        }
    }
}

You need to do quite a bit more code to get that functinality, try photon in the asset store.

Are you use the function Network view ?!
In Component => Miscellaneous => Network View.