Photon.Inatantiated() player prefab loses control

I have a player prefab with controls setup and it works fine if I drag it into the scene, however if I Instantiate it like this in my NetworkManager.cs it spawns, but I can’t control it.

public class NetworkManagerCW : MonoBehaviour {
    public GameObject standByCamera;
    SpawnSpot[] spawnSpots;
	// Use this for initialization

	void Start () {
        spawnSpots = GameObject.FindObjectsOfType<SpawnSpot>();
        Connect();
	}

    void Connect()
    {
        PhotonNetwork.ConnectUsingSettings("Test Serverv001");
    }

    void OnGUI()
    {
        GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
    }

    void OnJoinedLobby()
    {
        PhotonNetwork.JoinRandomRoom();
    }

    void OnPhotonRandomJoinFailed()
    {
        PhotonNetwork.CreateRoom(null);
    }

    void OnJoinedRoom()
    {
        Debug.Log("OnJoinedRoom");
        SpawnMyPlayer();
    }

    void SpawnMyPlayer()
    {
        if (spawnSpots == null)
        {
            Debug.LogError("WTF");
            return;
        }
        SpawnSpot mySpawnSpot = spawnSpots[Random.Range(0, spawnSpots.Length)];
        PhotonNetwork.Instantiate("SimplePlayer", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
    	standByCamera.SetActive(false);
		
    }
}

I checked the player while the game is running and all scripts are enabled.

Got it. There was a line in a script I had to take out because I wasnt using it.