player can only look up and down in multiplayer server

So the player who makes the server can move look anywhere do anything, so i added a second player and i could only look up and down not move or look anywhere else, here are my 3 scripts

PlayerController:

using UnityEngine;

[RequireComponent(typeof(PlayerMotor))]
public class PlayerController : MonoBehaviour
{

    [SerializeField]
    private float speed = 5f;
    [SerializeField]
    private float lookSensitivity = 3;

    private PlayerMotor motor;

    void Start()
    {
        motor = GetComponent<PlayerMotor>();
    }

    void Update()
    {

        float _xMov = Input.GetAxisRaw("Horizontal");
        float _zMov = Input.GetAxisRaw("Vertical");

        Vector3 _movHorizontal = transform.right * _xMov;
        Vector3 _movVertical = transform.forward * _zMov;

        // final movement vector
        Vector3 _velocity = (_movHorizontal + _movVertical).normalized * speed;

        //Apply movement
        motor.Move(_velocity);

        //Calculate rotation as a 3D vector (turning around)
        float _yRot = Input.GetAxisRaw("Mouse X");

        Vector3 _rotation = new Vector3(0f, +_yRot, 0f) * lookSensitivity;

        //Apply rotation
        motor.Rotate(_rotation);

        //Calculate camera rotation as a 3D vector (turning around)
        float _xRot = Input.GetAxisRaw("Mouse Y");

        Vector3 _cameraRotation = new Vector3(_xRot, 0f, 0f) * lookSensitivity;

        //Apply rotation
        motor.RotateCamera(_cameraRotation);   
    }

}

Player Motor:

using UnityEngine;

[RequireComponent(typeof(Rigidbody))]
public class PlayerMotor : MonoBehaviour {

    [SerializeField]
    private Camera Playercamera;

    private Vector3 velocity = Vector3.zero;
    private Vector3 rotation = Vector3.zero;
    private Vector3 cameraRotation = Vector3.zero;

    private Rigidbody rb;

    void Start ()
    {  
        rb = GetComponent<Rigidbody>();
    }

    // Gets a movement vector
    public void Move(Vector3 _velocity)

    {
        velocity = _velocity;
    }

    // Gets a rotationl vector
    public void Rotate(Vector3 _rotation)

    {
        rotation = _rotation;
    }

    // Gets a rotationl vector for the camera
    public void RotateCamera(Vector3 _cameraRotation)
    {
        cameraRotation = _cameraRotation;
    }

    // Run every physics iteration
    void FixedUpdate()
    {
        PerformMovement();
        PerformRotation();
    }

    // Peform movement based on velocity variable
    void PerformMovement()
    {
        if (velocity != Vector3.zero)
        {
            rb.MovePosition(rb.position + velocity * Time.fixedDeltaTime);
        }
    }

    //Perform rotation
    void PerformRotation ()
    {
        rb.MoveRotation(rb.rotation * Quaternion.Euler (rotation));
        if (Playercamera !=null)
        {
        Playercamera.transform.Rotate(-cameraRotation);
        }
    }
}

PlayerSetup:

using UnityEngine;
using UnityEngine.Networking;
using Mirror;

public class PlayerSetup : NetworkBehaviour {

    [SerializeField]
    Behaviour[] componentsToDisable;

    Camera sceneCamera;

    void Start()
    {
        if (!isLocalPlayer)
        {
            for (int i = 0; i < componentsToDisable.Length; i++)
            {
                componentsToDisable[i].enabled = false;
            }
        } else
        {
               
            sceneCamera = Camera.main;
            if(sceneCamera != null)
            {
                sceneCamera.gameObject.SetActive(false);
            }   
        }
    }

    void OnDisable()
    {
        if (sceneCamera != null)
        {
            sceneCamera.gameObject.SetActive(true);
        }
    }

}

Welcome to debugging!

Obviously something is different between the two players.

Also, all of the state is right there in your program waiting to be discovered.

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

When in doubt, print it out!™

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.