Server controls my client

Hi.
Excuse my english. I don’t find answers in french forum.
I create a box with a networkview and a control script.

private var vitesse : float = 0.05;

function Start () {

}

function Update () {
   if(networkView.isMine){
      Deplacement();
   }else{
      this.enabled = false;
   }
}

function Deplacement(){
    if ( Input.GetKey(KeyCode.Z) || Input.GetKey(KeyCode.UpArrow) )
        transform.Translate(Vector3.forward * vitesse);
    else if ( Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow) )
        transform.Translate(Vector3.back * vitesse);
    if ( Input.GetKey(KeyCode.Q) || Input.GetKey(KeyCode.LeftArrow) )
        transform.Rotate(Vector3.up *-2);
    else if ( Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow) )
        transform.Rotate(Vector3.up * 2);
  if ( Input.GetKeyDown(KeyCode.Space) ) //le saut
     rigidbody.AddForce(Vector3.up * 350);
}

And a networkManager which diplay a menu, launch a server and instantiates box.

var playerPrefab : GameObject;
var spawnObject : Transform;
 
var gameName : String;
var gameType : String;
var gameComment : String;
gameName = "areabattlealacon";
gameType = "jeudemerde";
gameComment = "binestuntest";
private var hostData : HostData[];
private var btnX : float;
private var btnY : float;
private var btnW : float;
private var btnH : float;

/*MasterServer.ipAddress = "127.0.0.1";
MasterServer.port = 23466;
Network.natFacilitatorIP = "127.0.0.1";
Network.natFacilitatorPort = 50005;*/

function Start(){
   btnX = Screen.width*0.05;
   btnY = Screen.height*0.05;
   btnW = Screen.width*0.1;
   btnH = Screen.width*0.1;
}
function OnGUI(){
   if(!Network.isClient  !Network.isServer){
      if(GUI.Button(Rect(btnX, btnY, btnW, btnH), "Start Server")){
         Debug.Log("Starting server");
         startServer();
      }
      if(GUI.Button(Rect(btnX, btnY*1.2+btnH, btnW, btnH), "Refresh Hosts")){
         Debug.Log("Refreshing");
         refreshHostList();
      }
      if(hostData){
         for(var i:int= 0;i<hostData.length; i++){
            if(GUI.Button(Rect(btnX*1.5+btnW,btnY*1.2+(btnH*i),btnW*3,btnH*0.5),hostData[i].gameName)){
            Network.Connect(hostData[i]);
            }
         }
      }
   }
}

function startServer(){
   Network.InitializeServer(32,25000,!Network.HavePublicAddress);
   MasterServer.RegisterHost(gameName,gameType,gameComment);
}


function spawnPlayer(){
   Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);
}

function OnServerInitialized(){
   Debug.Log("Server Initialized");
   spawnPlayer();
}

function OnConnectedToServer(){
   spawnPlayer();
}

function OnMasterServerEvent(mse:MasterServerEvent){
   if(mse == MasterServerEvent.RegistrationSucceeded){
      Debug.Log("Registred server in master server");
   }
}

function refreshHostList(){
   MasterServer.RequestHostList(gameName);
   yield WaitForSeconds(2);
   hostData = MasterServer.PollHostList();
   Debug.Log(MasterServer.PollHostList().Length);
}

My problem is :
If I launch my server and then my client. The box created by the client is controled by the server.
The server take the control of the new box. The old box can’t be controled.

Help me please.
Thx.

First of all, make the box a prefab if you have done already, then make sure the controller script is applied to the prefab, but not enabled (the checkbox next to the script),
then after you instantiante do this

function spawnPlayer(){

//first you need to acutally define the object you instantiate as a GameObject

   GameObject player = Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0);

//now you need to find the script that controls the object, and enable it.
    PlayerController controller = player.GetComponent<PlayerController>();
    	controller.enabled = true;

}

Or simply use networkView.isMine which was created for this purpose.

This is what I have done :
My box (a prefab) have this scipt :

private var vitesse : float = 0.05;

function Start () {
	
}

function Update () {
	if(networkView.isMine){
		this.enabled = true;
		Deplacement();
	}else{
		this.enabled = false;
	}
}

function Deplacement(){
	 if ( Input.GetKey(KeyCode.Z) || Input.GetKey(KeyCode.UpArrow) )
  		transform.Translate(Vector3.forward * vitesse);
 	else if ( Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow) )
  		transform.Translate(Vector3.back * vitesse);
 	if ( Input.GetKey(KeyCode.Q) || Input.GetKey(KeyCode.LeftArrow) )
  		transform.Rotate(Vector3.up *-2);
 	else if ( Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow) )
  		transform.Rotate(Vector3.up * 2);
  if ( Input.GetKeyDown(KeyCode.Space) ) //le saut
  	rigidbody.AddForce(Vector3.up * 350);
}

If I disable my scipt I can’t move.
And else, I have the same problem as before.
Thx.