Photon Network Animations not syncing

Hello everyone, I’ve encountered an issue with the Photon Network and the animator.
I have a simple level and people can connect and thats all fine and dandy, but everyone is stuck in the ground in the same frozen animation. Now when I run the game from within the Unity Editor, the animations work there. They dont work in browser windows when connected to a room however. Unity also gives me the following error when playing:

NullReferenceException
UnityEngine.Animator.SetFloat (System.String name, Single value) (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/AnimatorBindings.cs:176)
NetworkCharacter.OnPhotonSerializeView (.PhotonStream stream, .PhotonMessageInfo info) (at Assets/Prefabs/Scripts/NetworkCharacter.cs:54)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object parameters) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
PhotonView.ExecuteOnSerialize (.PhotonStream pStream, .PhotonMessageInfo info) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:243)
NetworkingPeer.OnSerializeRead (ExitGames.Client.Photon.Hashtable data, .PhotonPlayer sender, Int32 networkTime, Int16 correctPrefix) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3038)
NetworkingPeer.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1516)
ExitGames.Client.Photon.PeerBase.DeserializeMessageAndCallback (System.Byte inBuff)
ExitGames.Client.Photon.EnetPeer.DispatchIncomingCommands ()
ExitGames.Client.Photon.PhotonPeer.DispatchIncomingCommands ()
PhotonHandler.Update () (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:76)

I have absolutely no idea how to fix this - can anyone help?

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

public class PlayerGun : MonoBehaviour {

public GameObject Ammo; // the shot
GameObject Firedshot; // shot in air

public AudioClip shotsound;
public List<GameObject> shotaonAir;

// Use this for initialization
void Start () {
	shotaonAir = new List<GameObject>();
}

// Update is called once per frame
void Update () {
	if(Input.GetKeyDown(KeyCode.Mouse0)){
		Firedshot = (GameObject)Instantiate(Ammo, Transform.position, Transform.rotation);
		shotaonAir.Add(FiredShot);
		audio.Playoneshot(shotsound);


	if( shotaonAir != null){

			int i = 0:

		foreach (GameObject GB in ShotsonAir){
			shotsonAir(i).Transform.position += shotsonAir(i).Transform.forward *10* Time.deltaTime;
			i++;
			}
		}