Controller script active on both characters.

Hi, I have a controller script that is on two characters and when one character is active and I try to control him they both move. So I was just wondering if someone knows a way to fix this. Everything else works fine like that camera switching. If someone could help me that would be great thanks. These scripts are on a prefab that will be spawned in at the start of the scene.

public class MyFPSController : MonoBehaviour {

    public float Speed;
    public unitManager myUnitManagerScript;

    public GameObject UnitBeingControlled;

    void Start()
    {
        UnitBeingControlled = this.gameObject;
    }

    void Update()
    {
        if (myUnitManagerScript.GetComponent<unitManager>().InFP == true)
        {

            //Controls the unit movement
            if (Input.GetKey(KeyCode.W))
            {
                UnitBeingControlled.transform.Translate(Vector3.forward * Time.deltaTime * Speed);
            }


            if (Input.GetKey(KeyCode.A))
            {
                UnitBeingControlled.transform.Translate(Vector3.left * Time.deltaTime * Speed);
            }

            if (Input.GetKey(KeyCode.S))
            {
                UnitBeingControlled.transform.Translate(Vector3.back * Time.deltaTime * Speed);
            }

            if (Input.GetKey(KeyCode.D))
            {
                UnitBeingControlled.transform.Translate(Vector3.right * Time.deltaTime * Speed);
            }
        }
    }
}

public class unitManager : MonoBehaviour {

    public bool hover = false;
    public bool selected = false;
    public bool NameMatches = false;
    public bool InFP = false;
    public bool FPSCameraEnabled = false;

    public GameObject FPSCamera;
    public GameObject MainCamera;

    public GameObject Unit;

    void Start () {

        Unit = this.gameObject;

        FPSCamera = this.gameObject.transform.GetChild(0).gameObject;

        InFP = false;

    }

    void Update()
    {
        //Enters First Person
        if (Input.GetKeyDown(KeyCode.Return))
        {
            InFP = true;
        }


        //Activates First Person Cmaera
        if (hover == true && selected == true && InFP == true)
        {
            FPSCamera.active = true;
            MainCamera.active = false;
        }

        //Leaves First Person
        if(Input.GetKeyDown(KeyCode.Escape) && InFP == true)
        {
            MainCamera.active = true;
            FPSCamera.active = false;
            InFP = false;
            //FPSCameraEnabled = false;
        }

    }

    void OnMouseOver()
    {
        hover = true;
    }

    void OnMouseExit()
    {
        hover = false;
        selected = false;
    }

    void OnMouseDown()
    {
        selected = true;
    }
}

I’m no pro but it looks like the problem is that both characters are the same prefab.

If that is the case then they are both identifying themselves as UnitBeingControlled because they both run the following on startup.

 void Start()
 {
     UnitBeingControlled = this.gameObject;
 }

You might need to have two prefabs with slightly different scripts identifying them by tag or something.