Multiplayer demo not working as expected

After following on the tutorial on creating MarcoPolo game at: Pun 2 0 - Introduction | Photon Engine , when i build and run the game between two instances, the movements of the monster characters are not synced as it is explained in the tutorial.

In OnjoinedRoom method() am instantiating the prefab as follows:

GameObject monster = PhotonNetwork.Instantiate(“monsterprefab”, Vector3.zero, Quaternion.identity, 0);

After instantiating the character, I activate CharacterControl and CharacterCamera:

voidOnJoinedRoom()

{

GameObject monster = PhotonNetwork.Instantiate(“monsterprefab”, Vector3.zero, Quaternion.identity, 0);

CharacterControl controller = monster.GetComponent();

controller.enabled = true;

CharacterCamera camera = monster.GetComponent();

camera.enabled = true;

}

The I send and receive Position and Rotation:

usingUnityEngine;

usingSystem.Collections;

publicclassNetworkCharacter : MonoBehaviour

{

publicvoidOnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)

{

if(stream.isWriting)

{

// We own this player: send the others our data

stream.SendNext(transform.position);

stream.SendNext(transform.rotation);

}

else

{

// Network player, receive data

this.transform.position = (Vector3) stream.ReceiveNext();

this.transform.rotation = (Quaternion) stream.ReceiveNext();

}

}

}

I downloaded the monster character from the provided link and the prefab exists in the Resources folder as explained.

What exactly happens in your case?
Are the positions not updated? Or is the animation not playing or…?
Does the character work locally but not remote?

In my case the character works one the first screen (local) but does not update the movements on the second screen (remote)

The script is attached to the GO and setup as “Observed” item in the PhotonView of the same object? Drag and drop the script component into the Observed list to do so.
Aside from that, the script looks ok…