Photon - Master client's interactions appear to others but not the reverse

I’m working on my thesis for my degree which is a multiplayer vr game using Photon PUN.

The problem I’m facing is as follows: the players connect to the server and then load the scene. This scene has several objects with which the players must interact (grab with direct interactor). All of these objects have a PhotonView and a PhotonRigidbodyView component on them. I have observed that when the player that created the room (master client) grabs one and moves it, the second player can see it. This does not work the other way around, the second player can grab and move the object but nothing happens on the master’s view.

Components of grabbable object

Script to connect to server

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using TMPro;

public class ServerHandling : MonoBehaviourPunCallbacks
{

    [SerializeField] private TMP_InputField createInput;
    [SerializeField] private TMP_InputField joinInput;

    [SerializeField] private GameObject CreateRoomMenu, JoinRoomMenu, LoadingScreen;
    [SerializeField] private Button ConfirmCreate, ConfirmJoin;

    private void Start()
    {
        ConfirmCreate.onClick.AddListener(StartConnecting);
        ConfirmJoin.onClick.AddListener(StartConnecting);
    }

    public void StartConnecting()
    {

        CreateRoomMenu.SetActive(false);
        JoinRoomMenu.SetActive(false);
        LoadingScreen.SetActive(true);

        PhotonNetwork.ConnectUsingSettings();
    }

    public override void OnConnectedToMaster()
    {
        PhotonNetwork.JoinLobby();
    }

    public override void OnJoinedLobby()
    {
        if(createInput.text != "")
        {
            CreateRoom();
        }
        else if(joinInput.text != "")
        {
            JoinRoom();
        }

    }

    public void CreateRoom()
    {
        RoomOptions roomOptions = new RoomOptions();
        roomOptions.MaxPlayers = 2;
        PhotonNetwork.CreateRoom(createInput.text, roomOptions);
    }

    public void JoinRoom()
    {
        PhotonNetwork.JoinRoom(joinInput.text);
    }

    public override void OnJoinedRoom()
    {
        PhotonNetwork.LoadLevel("MultiplayerGame");
    }

    public override void OnJoinRoomFailed(short returnCode, string message)
    {
        JoinRoomMenu.SetActive(true);
        LoadingScreen.SetActive(false);

        createInput.text = "";
    }
    
}

I’m using the XR interaction toolkit for the VR side of things. Any help is appreciated!