Help|sync movement in multiplayer

hey, i have a fps project based FPS Kit 1.2.
i’m trying to make it multiplayer,
so i tried to sync the movement script (in the first time the script was “RigidController” but i switched it to “FPSWalker”-i will post the code in a minutes) by network.ismine but still, when i testing the movement in my comptuer (i open 2 exe files), i moving both of the players…
here is the movement code:

/// This script moves the character controller forward 
/// and sideways based on the arrow keys.
/// It also jumps when pressing space.
/// Make sure to attach a character controller to the same game object.
/// It is recommended that you make only one call to Move or SimpleMove per frame.    

var speed : float = 6.0;
var jumpSpeed : float = 8.0;
var gravity : float = 20.0;

private var moveDirection : Vector3 = Vector3.zero;

function Update() {
if (networkView.isMine)
        {
    var controller : CharacterController = GetComponent(CharacterController);
    if (controller.isGrounded) {
        // We are grounded, so recalculate
        // move direction directly from axes
        moveDirection = Vector3(Input.GetAxis("Horizontal"), 0,
                                Input.GetAxis("Vertical"));
        moveDirection = transform.TransformDirection(moveDirection);
        moveDirection *= speed;
        
        if (Input.GetButton ("Jump")) {
            moveDirection.y = jumpSpeed;
        }
    }

    // Apply gravity
    moveDirection.y -= gravity * Time.deltaTime;
    
    // Move the controller
    controller.Move(moveDirection * Time.deltaTime);
    }
    if (!networkView.isMine)
        {
            enabled = false;
        }
}

whats wrong with that?

first. insert this:

void OnConnectedToServer()
{
    Network.Instantiate(SpaceCraft, this.transform.position, this.transform.rotation, 1);
}

and remove any other instantiators

now new player should be created every time that somebody connects to server

server should not control players. clients should.