How do I fix this problem?

I have a script for my game’s characters’ movement. Whenever 2 people add in they both control each other! Can someone help me make it so that the 2 players only control their own characters?

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;

public class PlayerMovement : MonoBehaviour {

    public float maxSpeed = 5f;
    public float rotSpeed = 180f;

    float shipBoundaryRadius = 0.5f;

    void Start () {
   
    }
   
    void Update () {

        // ROTATE the ship.

        // Grab our rotation quaternion
        Quaternion rot = transform.rotation;

        // Grab the Z euler angle
        float z = rot.eulerAngles.z;

        // Change the Z angle based on input
        z -= Input.GetAxis("Horizontal") * rotSpeed * Time.deltaTime;

        // Recreate the quaternion
        rot = Quaternion.Euler( 0, 0, z );

        // Feed the quaternion into our rotation
        transform.rotation = rot;

        // MOVE the ship.
        Vector3 pos = transform.position;
        
        Vector3 velocity = new Vector3(0, Input.GetAxis("Vertical") * maxSpeed * Time.deltaTime, 0);

        pos += rot * velocity;

        // RESTRICT the player to the camera's boundaries!

        // First to vertical, because it's simpler
        if(pos.y+shipBoundaryRadius > Camera.main.orthographicSize) {
            pos.y = Camera.main.orthographicSize - shipBoundaryRadius;
        }
        if(pos.y-shipBoundaryRadius < -Camera.main.orthographicSize) {
            pos.y = -Camera.main.orthographicSize + shipBoundaryRadius;
        }

        // Now calculate the orthographic width based on the screen ratio
        float screenRatio = (float)Screen.width / (float)Screen.height;
        float widthOrtho = Camera.main.orthographicSize * screenRatio;

        // Now do horizontal bounds
        if(pos.x+shipBoundaryRadius > widthOrtho) {
            pos.x = widthOrtho - shipBoundaryRadius;
        }
        if(pos.x-shipBoundaryRadius < -widthOrtho) {
            pos.x = -widthOrtho + shipBoundaryRadius;
        }

        // Finally, update our position!!
        transform.position = pos;

    }
}

this should help you out:

Thank you!

I’m trying to do local multiplayer. And I’m using the new Input system.