PUN (Photon Unity Networking) Players Move Other Players

So I started playing around with PUN (Photon Unity Netwroking) and I got the whole multiplayer thing to work with photon views and everything, however a players control input seems to be able to control every other players input as well. However if I run a client check like a PhotonView.IsMine() check in an if statement before running any client movement updates, there is no movement. Is there a specific function callback or public method I could use to check if a client is mine (the client running locally on the current device)?

Have you found out an answer? This has been a problem for about a week for me.