Player Model Floating after Spawn

Hi, I’ve been following this tutorial.

I'm trying to do the create fps multiplayer but now that I have set everything up. My character is now floating in the air. Before I added the Model to my player controller my character was spawning on the ground, I think but just as a capsul. This is what it looks like now. after I have added the model to my player controller

Imgur: The magic of the Internet playmode
Imgur: The magic of the Internet nonplaymode1
Imgur: The magic of the Internet nonplaymode2

Here is the Network Manager script
using UnityEngine;
using System.Collections;

public class NetworkManager : MonoBehaviour {

public GameObject standbyCamera;
SpawnSpot[] spawnSpots;

// Use this for initialization
void Start () {
	spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
	Connect ();
}

void Connect() {
	PhotonNetwork.ConnectUsingSettings ( "MultiFPS v001" );
}

void OnGUI() {
	GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
}

void OnJoinedLobby() {
	Debug.Log ("OnJoinedLobby");
	PhotonNetwork.JoinRandomRoom ();
}

void OnPhotonRandomJoinFailed() {
	Debug.Log ("OnPhotonRandomJoinFailed");
	PhotonNetwork.CreateRoom (null);
}

void OnJoinedRoom() {
	Debug.Log ("OnJoinedRoom");

	SpawnMyPlayer ();
}

void SpawnMyPlayer() {
	if (spawnSpots == null) {
		 Debug.LogError ("WTF");
		 return;
	}

	SpawnSpot mySpawnSpot = spawnSpots [Random.Range (0, spawnSpots.Length)];
	GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate ("PlayerController", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
	standbyCamera.SetActive (false);
	myPlayerGO.GetComponent<FPSInputController>().enabled = true;
	myPlayerGO.GetComponent<MouseLook>().enabled = true;
	myPlayerGO.GetComponent<CharacterMotor>().enabled = true;
	myPlayerGO.transform.FindChild ("Main Camera").gameObject.SetActive (true);
}

}

Here is NetworkCharacter Script

using UnityEngine;
using System.Collections;

public class NetworkCharacter : Photon.MonoBehaviour {

Vector3 realPosition = Vector3.zero;
Quaternion realRotation = Quaternion.identity;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {
	if (photonView.isMine) {
		// Do nothing -- the character motor/input/etc... is moving us
	}
	else {
		transform.position = Vector3.Lerp (transform.position, realPosition, 0.1f);
		transform.rotation = Quaternion.Lerp (transform.rotation, realRotation, 0.1f);
	}
}

public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
	if(stream.isWriting) {
		// This is OUR player. We need to send our actual position to the network.
		
		stream.SendNext (transform.position);
		stream.SendNext (transform.rotation);
	}
	else {
		// This is someone else's player. We need to receive their position (as of a few
		// millisecond ago, and update our version of that player.
		
		realPosition = (Vector3)stream.ReceiveNext();
		realRotation = (Quaternion)stream.ReceiveNext();
	}
	
}

}

Here is spawnspots script

using UnityEngine;
using System.Collections;

public class SpawnSpot : MonoBehaviour {

public int team=0;

}

The white blox are my spawnspots

please if you can help me I’ve been stuck here a while… Thank you very much.
Also, if you need any more information please let me know.

Richie

Hey Richie I know this is a simple (non coder) answer and you’ve probably already tried this but it looks like your character mesh should be roughly centered in the middle of the character capsule collider instead of at the top of it.

Here is happening the same problem, but offline mode all is normal