Problem with PUN and Players

Hey I have the following problem:

http://youtu.be/CNWxJNPldLs

this is my code for network interaction

this controls player syncing:

public class NetworkCharacter : Photon.MonoBehaviour {
Vector3 realposition = Vector3.zero;
Quaternion realrotation = Quaternion.identity;

float lastupdateTime;
// Use this for initialization
void Start ()
{

}

// Update is called once per frame
void Update ()
{
if(photonView.isMine)
{

}
else
{
transform.position = Vector3.Lerp(transform.position,realposition,0.5f);
transform.rotation = Quaternion.Lerp(transform.rotation,realrotation,0.5f);
}
}

public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{

if(stream.isWriting)
{
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
}
else
{
realposition = (Vector3)stream.ReceiveNext();
realrotation = (Quaternion)stream.ReceiveNext();
}
}
}

this controls player connection

public class NetworkManager : MonoBehaviour {
public GameObject standbycamera;
GameObject[ ] spawnspots;
// Use this for initialization
void Start ()
{
spawnspots = GameObject.FindGameObjectsWithTag(“Respawn”);
Connect();
}

void Connect()
{
PhotonNetwork.ConnectUsingSettings(“0.0.3”);
}

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

void OnJoinedLobby()
{
PhotonNetwork.JoinRandomRoom();
}

void OnPhotonRandomJoinFailed()
{
PhotonNetwork.CreateRoom(null);
}

void OnJoinedRoom()
{
spawnmyhero();

}

void spawnmyhero()
{

GameObject myspawnspot = spawnspots[Random.Range(0,spawnspots.Length)];
GameObject myplayergo =(GameObject)PhotonNetwork.Instantiate(“Player”,myspawnspot.transform.position,myspawnspot.transform.rotation,0);
standbycamera.SetActive(false);
myplayergo.GetComponent().enabled = true;
myplayergo.GetComponent().enabled = true;
myplayergo.GetComponent().enabled = true;
//myplayergo.GetComponent().enabled = true;
//myplayergo.GetComponent<Plank_building>().enabled = true;
myplayergo.GetComponent().enabled = true;
myplayergo.GetComponentInChildren().enabled = true;

}

}

I have temporarily fixed the problem by freezing the y position of the rigidbody of the character but that is very undesirable.

please advise

Erm your video isn’t too clear, for me it looks like you maybe have a collider thats bouncing off something?

No the thing that happeans is that when two players have joined the game or room the other player on the one side (your side) doesnt appear and is placed in that weird state where it is constantly doing what is happening in the video,but in the other player’s view he is normal but the other player(you) doesnt appear

I can’t really debug your code snippet but the Marco Polo Tutorial covers how to instantiate characters and sync their movement.
In it, I deliberately let you encounter the issue where you have to “fight for control” and such. Maybe it would help to check this out.