Vector3.Lerp moves other characters over network to (0, 0, 0)

I know this question has been asked a number of times, but the solution is not as easy as it seems. I am pretty sure I have done almost everything, but it STILL dosen’t work. The solution in the other posts have been replace transform.position/rotation to realPosition/rotation. But that did not work for me. Any ideas?

Here is my code:
using UnityEngine;
using System.Collections;

public class NetworkCharacter : Photon.MonoBehaviour {

	Vector3 realPosition = Vector3.zero;
	Quaternion realRotation = Quaternion.identity;

	Animator anim;


	// Use this for initialization
	void Start () {
		anim = GetComponent<Animator>();
		if(anim == null) {
			Debug.LogError ("ZOMG, you forgot to put an Animator component on this character prefab!");
		}
	}
	
	// Update is called once per frame
	void Update () {
		if( photonView.isMine ) {
			// Do nothing -- the character motor/input/etc... is moving us
		}
		else {
			transform.position = Vector3.Lerp(transform.position, realPosition, 0.1f);
			transform.rotation = Quaternion.Lerp(transform.rotation, realRotation, 0.1f);
		}
	}

	public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
		if(stream.isWriting) {
			// This is OUR player. We need to send our actual position to the network.

			stream.SendNext(transform.position);
			stream.SendNext(transform.rotation);
			stream.SendNext(anim.GetFloat("Speed"));
			stream.SendNext(anim.GetBool("Jumping"));
		}
		else {
			// This is someone else's player. We need to receive their position (as of a few
			// millisecond ago, and update our version of that player.

			realPosition = (Vector3)stream.ReceiveNext();
			realRotation = (Quaternion)stream.ReceiveNext();
			anim.SetFloat("Speed", (float)stream.ReceiveNext());
			anim.SetBool("Jumping", (bool)stream.ReceiveNext());
		}

	}
}

siaran gave me a lead to what was causing the issue, and then I fixed it. Since this is a common problem, here is a list of things that you can do in order to MAYBE fix it:

1). Make sure the first bit of the code on line 41/42 is realRotation and realPosition instead of transform.position and transform.rotation

2). Make sure that the photonView script is attached to your object, and that the object is Observing the script that I wrote in my question.