Using Photon for multiplayer, but I'm controlling the other player

I’m testing the game buildin and run in my computer, with one player, everything is correct, but when i have 2 players, i start controlling the other player. Tried a lot of things, but nothing works, anyone help?

Code for player Controller:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using Photon.Pun;
using Photon.Realtime;
using UnityEngine.UI;

public class PlayerController : MonoBehaviourPun
{
    PhotonView photonView;

    [Header("Atributos")]
    private float spd = 0.07f;
    private bool roll = false;
    private bool attack = false;
    public float tempoEspera = 0.07f;
    public float tempoAtaque = 1.0f;
    private bool dead = false;

    [Header("Game Objects")]
    public Animator anim;

    [Header("Movimento")]
    private float yaw = 0.0f;
    private float speedH = 2.0f;

    [Header("Vida")]
    public float playerHealthMax = 100f;
    float playerHealthCurrent;
    public Image playerHealthFill;

    [Header("Bullet")]
    public GameObject bulletGO;
    public GameObject bulletGOPhotonView;
    public GameObject spawnBullet;

    // Start is called before the first frame update
    void Start()
    {
        photonView = GetComponent<PhotonView>();
        HealthManager(playerHealthMax);
        controller = GetComponent<PlayerController>();

        if (photonView.IsMine)
        {
            Destroy(GameObject.Find("cam2"));
            Cursor.visible = false;
            Cursor.lockState = CursorLockMode.Locked;
        }
    }
    // Update is called once per frame
    void Update()
    {
        if(photonView.IsMine)
        {
            playerMove();
            Shooting();
        }

 
    }

    
    void HealthManager(float value)
    {
        playerHealthCurrent += value;
        playerHealthFill.fillAmount = playerHealthCurrent/100f;
    }

    void playerMove()
    {
        if (!dead)
        {
            if (!roll && !attack)
            {
                if (Input.GetKeyDown("w"))
                {
                    anim.Play("Male_Walk");
                    transform.position += (transform.forward * spd);
                }
                if (Input.GetKeyDown("s"))
                {
                    anim.Play("Male_Walk");
                    transform.position -= (transform.forward * spd);
                }
            }

            if (Input.GetKeyDown(KeyCode.LeftShift) && !roll)
            {
                anim.Play("Male Sprint");
                transform.position += (transform.forward * spd * 1.5f);
            }

            if (!attack)
            {

                if (Input.GetKeyDown(KeyCode.Space))
                {
                    //anim.Play("Male Roll",-1,0);
                    roll = true;
                    anim.Play("Male Roll");
                    StartCoroutine("DeixarVerdadeira");
                    transform.position += (transform.forward * spd * 1.5f);
                }
            }

            yaw += speedH * Input.GetAxis("Mouse X");
            transform.eulerAngles = new Vector3(0, yaw, 0.0f);
        }
    }

    void Shooting()
    {
        if(Input.GetMouseButtonDown(0))
        {
            if (Input.GetMouseButtonDown(0) && !roll && !attack)
            {
                attack = true;
                anim.Play("Male Attack 1", -1, 0);
                StartCoroutine("podeAtirar");
                //Instantiate(bulletGO, spawnBullet.transform.position, spawnBullet.transform.rotation);
                PhotonNetwork.Instantiate(bulletGOPhotonView.name, spawnBullet.transform.position, spawnBullet.transform.rotation);
            }
        }
    }

    IEnumerator DeixarVerdadeira()
    {
        yield return new WaitForSeconds(tempoEspera);
        roll = false;
    }

    IEnumerator podeAtirar()
    {
        yield return new WaitForSeconds(tempoAtaque);
        attack = false;
    }
}

Verify that you are not creating the second player prefab (using PhotonNetwork.Instantiate) during the first player’s view.

It doesn’t look like you are enabling the camera through script. When using Photon, the camera attached to the player prefab must be disabled and then enabled through script once they spawn.

Additionally, I would recommend just deleting all other instances of the script if they are not yours by using this code block.

private void Awake()
{
    if (!photonView.IsMine && GetComponent<PlayerScript>() != null)
    {
        Debug.Log("Destroying player scripts");
        Destroy(GetComponent<PlayerScript>());
    }
}

Replace PlayerScript with the name of your player script.

Check out this forum for more details