How can I get "!networkView.isMine" to function properly?

Hello,

I am working on a multiplayer game that is being created within a network. So far, everything is working fairly well… Except my networkView. When I open to instances of the game (one in the editor and one in the player), it seems as though the game is wanting to duplicate the player and camera, causing one screen to control the player from the other, and vice versa.

MovementScript.js Code:

var speed:int;
var rotateSpeed:int;
var gravity:int;
private var cc:CharacterController;

function Start(){
	cc = GetComponent(CharacterController);
}

function Update(){
	if(networkView.isMine)
	{
		//INITIATE AND MAINTAIN GRAVITY
		cc.Move(Vector3(0, -gravity, 0));
		
		//MOVE FORWARD
		if(Input.GetKey(KeyCode.UpArrow))
		{
			cc.transform.Translate(Vector3(0, 0, 1) * speed * Time.deltaTime);
		}
		
		//MOVE BACKWARD
		if(Input.GetKey(KeyCode.DownArrow))
		{
			cc.transform.Translate(Vector3(0, 0, -1) * speed * Time.deltaTime);
		}
		
		//ROTATE RIGHT
		if(Input.GetKey(KeyCode.RightArrow))
		{
			cc.transform.Rotate(Vector3(0, 1, 0) * rotateSpeed);
		}
		
		//ROTATE LEFT
		if(Input.GetKey(KeyCode.LeftArrow))
		{
			cc.transform.Rotate(Vector3(0, -1, 0) * rotateSpeed);
		}
	}else{
		enabled = false;
	}
}

Does anyone know where I might be going wrong?..

I have solved the problem with my network. I will try to remember to post my solution tomorrow.