Photon not syncing players

This is my first multiplayer game and I have set everything up but it does not show other players positions when they move.


SCRIPT:

using System;
using UnityEngine;
using Photon.Pun;

public class PlayerMovement : MonoBehaviour {

//networking
public PhotonView playerPrefab;
public GameObject cam;

//Assingables
public Transform playerCam;
public Transform orientation;

//Other
private Rigidbody rb;

//Rotation and look
private float xRotation;
private float sensitivity = 50f;
private float sensMultiplier = 1f;

//Movement
public float moveSpeed = 4500;
public float maxSpeed = 20;
public bool grounded;
public LayerMask whatIsGround;

public float counterMovement = 0.175f;
private float threshold = 0.01f;
public float maxSlopeAngle = 35f;

//Crouch & Slide
private Vector3 crouchScale = new Vector3(1, 0.5f, 1);
private Vector3 playerScale;
public float slideForce = 400;
public float slideCounterMovement = 0.2f;

//Jumping
private bool readyToJump = true;
private float jumpCooldown = 0.25f;
public float jumpForce = 550f;

//Input
float x, y;
bool jumping, sprinting, crouching;

//Sliding
private Vector3 normalVector = Vector3.up;
private Vector3 wallNormalVector;

void Awake() {

if(!playerPrefab.IsMine){

Debug.Log(“DISABLED OWNERSHIP”);
this.enabled = false;
cam.active = false;
}

rb = GetComponent();
}

void Start() {
playerScale = transform.localScale;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}

private void FixedUpdate() {

Movement();

}

private void Update() {

MyInput();
Look();

}

///


/// Find user input. Should put this in its own class but im lazy
///

private void MyInput() {
x = Input.GetAxisRaw(“Horizontal”);
y = Input.GetAxisRaw(“Vertical”);
jumping = Input.GetButton(“Jump”);
crouching = Input.GetKey(KeyCode.LeftControl);

//Crouching
if (Input.GetKeyDown(KeyCode.LeftControl))
StartCrouch();
if (Input.GetKeyUp(KeyCode.LeftControl))
StopCrouch();
}

private void StartCrouch() {
transform.localScale = crouchScale;
transform.position = new Vector3(transform.position.x, transform.position.y - 0.5f, transform.position.z);
if (rb.velocity.magnitude > 0.5f) {
if (grounded) {
rb.AddForce(orientation.transform.forward * slideForce);
}
}
}

private void StopCrouch() {
transform.localScale = playerScale;
transform.position = new Vector3(transform.position.x, transform.position.y + 0.5f, transform.position.z);
}

private void Movement() {
//Extra gravity
rb.AddForce(Vector3.down * Time.deltaTime * 10);

//Find actual velocity relative to where player is looking
Vector2 mag = FindVelRelativeToLook();
float xMag = mag.x, yMag = mag.y;

//Counteract sliding and sloppy movement
CounterMovement(x, y, mag);

//If holding jump && ready to jump, then jump
if (readyToJump && jumping) Jump();

//Set max speed
float maxSpeed = this.maxSpeed;

//If sliding down a ramp, add force down so player stays grounded and also builds speed
if (crouching && grounded && readyToJump) {
rb.AddForce(Vector3.down * Time.deltaTime * 3000);
return;
}

//If speed is larger than maxspeed, cancel out the input so you don’t go over max speed
if (x > 0 && xMag > maxSpeed) x = 0;
if (x < 0 && xMag < -maxSpeed) x = 0;
if (y > 0 && yMag > maxSpeed) y = 0;
if (y < 0 && yMag < -maxSpeed) y = 0;

//Some multipliers
float multiplier = 1f, multiplierV = 1f;

// Movement in air
if (!grounded) {
multiplier = 0.5f;
multiplierV = 0.5f;
}

// Movement while sliding
if (grounded && crouching) multiplierV = 0f;

//Apply forces to move player
rb.AddForce(orientation.transform.forward * y * moveSpeed * Time.deltaTime * multiplier * multiplierV);
rb.AddForce(orientation.transform.right * x * moveSpeed * Time.deltaTime * multiplier);
}

private void Jump() {
if (grounded && readyToJump) {
readyToJump = false;

//Add jump forces
rb.AddForce(Vector2.up * jumpForce * 1.5f);
rb.AddForce(normalVector * jumpForce * 0.5f);

//If jumping while falling, reset y velocity.
Vector3 vel = rb.velocity;
if (rb.velocity.y < 0.5f)
rb.velocity = new Vector3(vel.x, 0, vel.z);
else if (rb.velocity.y > 0)
rb.velocity = new Vector3(vel.x, vel.y / 2, vel.z);

Invoke(nameof(ResetJump), jumpCooldown);
}
}

private void ResetJump() {
readyToJump = true;
}

private float desiredX;
private void Look() {
float mouseX = Input.GetAxis(“Mouse X”) * sensitivity * Time.fixedDeltaTime * sensMultiplier;
float mouseY = Input.GetAxis(“Mouse Y”) * sensitivity * Time.fixedDeltaTime * sensMultiplier;

//Find current look rotation
Vector3 rot = playerCam.transform.localRotation.eulerAngles;
desiredX = rot.y + mouseX;

//Rotate, and also make sure we dont over- or under-rotate.
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);

//Perform the rotations
playerCam.transform.localRotation = Quaternion.Euler(xRotation, desiredX, 0);
orientation.transform.localRotation = Quaternion.Euler(0, desiredX, 0);
}

private void CounterMovement(float x, float y, Vector2 mag) {
if (!grounded || jumping) return;

//Slow down sliding
if (crouching) {
rb.AddForce(moveSpeed * Time.deltaTime * -rb.velocity.normalized * slideCounterMovement);
return;
}

//Counter movement
if (Math.Abs(mag.x) > threshold && Math.Abs(x) < 0.05f || (mag.x < -threshold && x > 0) || (mag.x > threshold && x < 0)) {
rb.AddForce(moveSpeed * orientation.transform.right * Time.deltaTime * -mag.x * counterMovement);
}
if (Math.Abs(mag.y) > threshold && Math.Abs(y) < 0.05f || (mag.y < -threshold && y > 0) || (mag.y > threshold && y < 0)) {
rb.AddForce(moveSpeed * orientation.transform.forward * Time.deltaTime * -mag.y * counterMovement);
}

//Limit diagonal running. This will also cause a full stop if sliding fast and un-crouching, so not optimal.
if (Mathf.Sqrt((Mathf.Pow(rb.velocity.x, 2) + Mathf.Pow(rb.velocity.z, 2))) > maxSpeed) {
float fallspeed = rb.velocity.y;
Vector3 n = rb.velocity.normalized * maxSpeed;
rb.velocity = new Vector3(n.x, fallspeed, n.z);
}
}

///


/// Find the velocity relative to where the player is looking
/// Useful for vectors calculations regarding movement and limiting movement
///

///
public Vector2 FindVelRelativeToLook() {
float lookAngle = orientation.transform.eulerAngles.y;
float moveAngle = Mathf.Atan2(rb.velocity.x, rb.velocity.z) * Mathf.Rad2Deg;

float u = Mathf.DeltaAngle(lookAngle, moveAngle);
float v = 90 - u;

float magnitue = rb.velocity.magnitude;
float yMag = magnitue * Mathf.Cos(u * Mathf.Deg2Rad);
float xMag = magnitue * Mathf.Cos(v * Mathf.Deg2Rad);

return new Vector2(xMag, yMag);
}

private bool IsFloor(Vector3 v) {
float angle = Vector3.Angle(Vector3.up, v);
return angle < maxSlopeAngle;
}

private bool cancellingGrounded;

///


/// Handle ground detection
///

private void OnCollisionStay(Collision other) {
//Make sure we are only checking for walkable layers
int layer = other.gameObject.layer;
if (whatIsGround != (whatIsGround | (1 << layer))) return;

//Iterate through every collision in a physics update
for (int i = 0; i < other.contactCount; i++) {
Vector3 normal = other.contacts*.normal;*
//FLOOR
if (IsFloor(normal)) {
grounded = true;
cancellingGrounded = false;
normalVector = normal;
CancelInvoke(nameof(StopGrounded));
}
}
//Invoke ground/wall cancel, since we can’t check normals with CollisionExit
float delay = 3f;
if (!cancellingGrounded) {
cancellingGrounded = true;
Invoke(nameof(StopGrounded), Time.deltaTime * delay);
}
}
private void StopGrounded() {
grounded = false;
}

}


The PlayerContainer has an observed component but the Player does not?

Player is under player container