PhotonNetwork Position, rotation is not sync after force of other client.

i have tried to move a player using movement script, it was fine. but if other client collide or force the other client, it makes the gameobject is not sync.

public class PlayerMovement : MonoBehaviour
{

    private PhotonView pv;
    private CharacterController myCC;
    public float walkSpeed = 2;
    public float runSpeed = 4;
    public float rotationSpeed;

    float speed;

    public FixedJoystick leftjoystick;
    public FixedButton button;


    Quaternion targetRotation;
    // Start is called before the first frame update
    void Start()
    {
        pv = GetComponent<PhotonView>();
        myCC = GetComponent<CharacterController>();
        leftjoystick = (FixedJoystick)FindObjectOfType(typeof(FixedJoystick));
        button = (FixedButton)FindObjectOfType(typeof(FixedButton));

    }

    // Update is called once per frame
    void Update()
    {
        if (pv.IsMine)
        {
            if (button.Pressed)
            {
                speed = runSpeed;
            }
            else
            {
                speed = walkSpeed;
            }
            
            BasicMovement();
            BasicRotation();
        }
    }

    
    void BasicMovement()
    {
        Vector3 targetDirection = new Vector3(leftjoystick.input.x,0, leftjoystick.input.y);
        myCC.Move(targetDirection * Time.deltaTime*speed);

        if (Input.GetKey(KeyCode.W))
        {
            myCC.Move(transform.forward * Time.deltaTime * speed);
        }
        if (Input.GetKey(KeyCode.A))
        {
            myCC.Move(-transform.right * Time.deltaTime * speed);
        }
        if (Input.GetKey(KeyCode.S))
        {
            myCC.Move(-transform.forward * Time.deltaTime * speed);
        }
        if (Input.GetKey(KeyCode.D))
        {
            myCC.Move(transform.right * Time.deltaTime * speed);
        }
    }

    void BasicRotation()
    {
        //targetRotation = Quaternion.Euler(0, angle, 0);
        transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);

    }
}

im using observe component and observe Photon Transform View but still not sync any movement by force (Only input from client is observed).

Should i using photonSerialization and CharacterController is the stream?