why is my camera disabling when it start the network?

im following Quill18’s tutorials about photon networking.

its all going great except for when i run the game,both instances of the game lose camera and movement.
im trying to set up photon networking using an asset i got from the store.

i have disabled RGPController,RGPCamera on my prefab

GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate ("Character", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
		standByCamera.enabled = false;
		((MonoBehaviour)myPlayerGO.GetComponent("RPGController")).enabled = true;
		((MonoBehaviour)myPlayerGO.GetComponent("RPGCamera")).enabled = true;
		myPlayerGO.transform.FindChild ("Main Camera").gameObject.SetActive (true);

following the tutorials this is the part where the problems occours .as soon as he asks me to change those last 3 lines it all goes wrong for me.

the game runs as it should if only one instance of it is running,i suspect its something to do with the sharing of the same component i just cant work out what ive done wrong.

any help you can provide would be greatly appreciated.

nvm worked it out…boy was i wrong. It ended up looking like this,nothing like what i posted at all.

GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("Character", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
		standbyCamera.SetActive (false);

		((MonoBehaviour)myPlayerGO.GetComponent("RPGController")).enabled = true;
		//((MonoBehaviour)myPlayerGO.GetComponent("MouseLook")).enabled = true;
		//((MonoBehaviour)myPlayerGO.GetComponent("Main Camera")).enabled = true;

		myPlayerGO.transform.FindChild("Main Camera").gameObject.SetActive(true);

its working like a dream…for now