PUN photonView problem

Hello. So, I have:

  1. Login scene, there I enter my Nickname and chose between Blue and Yellow capsule;
  2. Indestructible object Statics to keep my choice;
  3. Game scene with Blue and Yellow capsule game object (not prefabs) with scripts like this attached:
public class MouseMove1 : MonoBehaviour
{
    bool bControlable;

    RaycastHit hit;
    Vector3 clPos;
    Vector3 newDir;

    public float rotSpeed = 2f;
    public float mSpeed = 1f;


    void Start()
    {
        bControlable = false;

        if (GameObject.FindGameObjectWithTag("Statics").GetComponent<Statics>().obj1owner == PhotonNetwork.NickName)
        {
            bControlable = true;
        }       
    }

   
    void Update()
    {
        if (!bControlable)
        {
            return;
        }

        Debug.DrawRay(transform.position, transform.forward*10, Color.green, 0.2f);

        Ray mRay = Camera.main.ScreenPointToRay(Input.mousePosition);

        if (Input.GetMouseButtonDown(0)) {
           
            if(Physics.Raycast(mRay, out hit))
            {
                clPos = hit.point;               
            }          
        }
        mMove();
    }


    void mMove()
    {   
        newDir = Vector3.RotateTowards(transform.forward, clPos, rotSpeed * Time.deltaTime, 0.0f);
        transform.rotation = Quaternion.LookRotation(newDir);

        transform.position = Vector3.MoveTowards(transform.position, clPos+Vector3.up, mSpeed*Time.deltaTime);
    }
}

So, basically, I’m using PhotonNetwork.NickName to define, who controls which object.
Of course, i’ve attached PhotonView and PhotonTransformView on this capsules.
Problem is: guest player sees all changes on scene, but host can’t see guest player movements.
What’s the problem?

Nwm. Idk how to close this question. Just close it please.