Network FPS Scripting Help

Hey i am new to networking and i did a tutorial on a very basic networking game and it worked perfectly. Now i am trying to make a FPS networking game and i ran into a problem. My problem is that when my player spawns into the map, he cant look around or move, i think i might be using the networkView.isMine in the wrong spots? Here is my script for mouse look:

function Update () 
{
	if (networkView.isMine)
	{
		yrotation += Input.GetAxis("Mouse X") * looksensitivity;
		xrotation -= Input.GetAxis("Mouse Y") * looksensitivity;
		
		xrotation = Mathf.Clamp(xrotation, ymin, ymax);
		
		currentxrotation = Mathf.SmoothDamp(currentxrotation, xrotation, xrotationv, looksmoothdamp);
		currentyrotation = Mathf.SmoothDamp(currentyrotation, yrotation, yrotationv, looksmoothdamp);
		
		transform.rotation = Quaternion.Euler(currentxrotation, currentyrotation, 0);
	}
}

And here is my movement script:

function Update () 
{
	if (networkView.isMine)
	{
		horizontalmovement = Vector2(rigidbody.velocity.x, rigidbody.velocity.z);
		if (horizontalmovement.magnitude > maxwalkspeed)
		{
			horizontalmovement = horizontalmovement.normalized;
			horizontalmovement *= maxwalkspeed;
		}
		rigidbody.velocity.x = horizontalmovement.x;
		rigidbody.velocity.z = horizontalmovement.y;
		
		if (grounded)
		{
			rigidbody.velocity.x = Mathf.SmoothDamp(rigidbody.velocity.x, 0, walkdeaccelerationvolx, walkdeacceleration);
			rigidbody.velocity.z = Mathf.SmoothDamp(rigidbody.velocity.z, 0, walkdeaccelerationvolz, walkdeacceleration);
		}
		
		transform.rotation = Quaternion.Euler(0, maincamera.GetComponent(MyMouseLook).currentyrotation, 0);	
		
		if (grounded)
			rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkacceleration, 0, Input.GetAxis("Vertical") * walkacceleration);
		else
			rigidbody.AddRelativeForce(Input.GetAxis("Horizontal") * walkacceleration * walkaccelairratio, 0, Input.GetAxis("Vertical") * walkacceleration * walkaccelairratio);
		
		
		if (Input.GetButtonDown("Jump") && grounded)
		{
			rigidbody.AddForce(0, jumpvelocity, 0);
			Debug.Log("Jumped!");
		}
	}
}

function OnCollisionStay (collision : Collision)
{
	if (networkView.isMine)
	{
		for (var contact : ContactPoint in collision.contacts)
		{
			if (Vector3.Angle(contact.normal, Vector3.up) < maxslope)
			{
				grounded = true;
				Debug.Log("On the Ground");
			}
		}
	}
}

function OnCollisionExit ()
{
	if (networkView.isMine)
	{
		grounded = false;
		Debug.Log("In the Air");
	}
}

This all works perfect in a single player FPS when i dont use the netoworkView.isMine but not in the networking one that im trying. Can anyone help on what i can do to make this all work? Thanks!

This is the script im using to connect:

var gameName: String = "Network_Test_1";

var player : GameObject;

private var btnX : float;
private var btnY : float;
private var btnW : float;
private var btnH : float;

private var refreshing : boolean = false;
private var hostData : HostData[];

function Start ()
{
	btnX = Screen.width * 0.05;
	btnY = Screen.width * 0.05;
	btnW = Screen.width * 0.1;
	btnH = Screen.width * 0.1;
}

function StartServer()
{
	Network.InitializeServer(5, 2500, !Network.HavePublicAddress);
	MasterServer.RegisterHost(gameName, "Networking Tutorial", "This is the Tutorial Test");
}

function RefreshHostList ()
{
	MasterServer.RequestHostList (gameName);
	refreshing = true;
	
	
}

function Update ()
{
	if (refreshing)
	{
		if (MasterServer.PollHostList().Length > 0)
		{
			refreshing = false;
			Debug.Log(MasterServer.PollHostList().Length);
			hostData = MasterServer.PollHostList();
		}
	}
}


function OnServerInitialized ()
{
	Debug.Log("Server Initialized");
	
	SpawnPlayer ();
}

function OnConnectedToServer ()
{
	SpawnPlayer ();
}


function OnMasterServerEvent (mse : MasterServerEvent)
{
	if (mse == MasterServerEvent.RegistrationSucceeded)
	{
		Debug.Log("Registered Server");
	}
}

function SpawnPlayer ()
{
	Network.Instantiate(player, transform.position, Quaternion.identity, 0);
}



function OnGUI ()
{
	if (!Network.isClient && !Network.isServer)
	{
		if (GUI.Button(Rect(btnX, btnY, btnW, btnH), "Start Server"))
		{
			Debug.Log("Starting Server");
			StartServer ();
		}
		
		if (GUI.Button(Rect(btnX, btnY * 1.2 + btnH, btnW, btnH), "Refresh"))
		{
			Debug.Log("Refreshing");
			RefreshHostList ();
		}
		
		if (hostData)
		{
			for (var i : int = 0; i<hostData.length; i++)
			{
				if (GUI.Button(Rect(btnX * 1.5 + btnW, btnY * 1.2 + (btnH * i), btnW * 3, btnH * 0.5), hostData*.gameName))*
  •  		{*
    

_ Network.Connect(hostData*);_
_
}_
_
}_
_
}_
_
}_
_
}*_

the same thing happened to me but i found out what was wrong it was probably you have too much things in your assets just delete some stuff that you dont need in your assets