Player model floating after being spawned - Photon Unity

Hey

Im working on a multiplayer racing game and Im trying to be able to send messages about the rotation and position of the car, and to enable certain components in my network player script. However, even though I’ve been following a tutorial, my script just doesn’t seem to work. When I start to test the game, my car just floats up into the air. Then I get all these errors in the console which are :

  1. !CompareApproximately (aScalar, 0.0F)
    UnityEngine.Quaternion:Lerp(Quaternion, Quaternion, Single)
    c__Iterator1:MoveNext() (at Assets/Multiplayer/Network/NetworkPlayer.cs:47)

  2. transform.rotation assign attempt for ‘MultiplayerCar01’ is not valid. Input rotation is { NaN, NaN, NaN, NaN }.
    UnityEngine.Transform:set_rotation(Quaternion)
    c__Iterator1:MoveNext() (at Assets/Multiplayer/Network/NetworkPlayer.cs:47)

Here is my code

using UnityEngine;
using System.Collections;
using UnityStandardAssets.Vehicles.Car;

public class NetworkPlayer : Photon.MonoBehaviour {

	public GameObject Mycamera; //Mycamera to follow cars
	private bool isalive = true;
	public Vector3 Position;
	public Quaternion Rotation;
	public float lerpSmoothing = 10;

	void Start () {
		if (photonView.isMine) {
		Mycamera.SetActive(true); //Dont set active
		GetComponent<CarController>().enabled = true; // enable them when multiplayer starts
		GetComponent<CarUserControl>().enabled = true;
		GetComponent<CarAudio>().enabled = true;
		GetComponent<Rigidbody>().useGravity = true;
			GetComponentInChildren<WheelEffects>().enabled = true;
		}

		else {
			StartCoroutine("Alive");
		}
	}

	void onPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
	if (stream.isWriting)
		{
			stream.SendNext(transform.position);
			stream.SendNext(transform.rotation);
		}

		else
		{
			Position = (Vector3)stream.ReceiveNext();
			Rotation = (Quaternion)stream.ReceiveNext();
		}
	}

	IEnumerator Alive ()
	{
		while (isalive)
		{
		transform.position = Vector3.Lerp(transform.position, Position, Time.deltaTime * lerpSmoothing);
		transform.rotation = Quaternion.Lerp(transform.rotation, Rotation, Time.deltaTime * lerpSmoothing);
			yield return null;
		}

		}

}

Any help would be appreciated

Thanks

the only thing thats worked for me is turning off the network script