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Question by yogurtbutt · Dec 09, 2021 at 01:38 AM · multiplayerfirst person controller

Player keeps rotating at random speeds on multiplayer fps game (using Photon Pun)

hello, I am trying to make a multiplayer fps game but my player keeps rotating randomly and I have no idea why lol. Here's the code

 using Photon.Pun;
 using Photon.Realtime;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using Hashtable = ExitGames.Client.Photon.Hashtable;
 
 public class PlayerController : MonoBehaviourPunCallbacks, IDamageable
 {
     [SerializeField] Image healthbarImage;
     [SerializeField] GameObject ui;
 
     [SerializeField] GameObject cameraHolder;
 
     [SerializeField] float mouseSensitivity, sprintSpeed, walkSpeed, jumpForce, smoothTime;
 
     [SerializeField] Item[] items;
 
     int itemIndex;
     int previousItemIndex = -1;
 
     float verticalLookRotation;
     bool grounded;
     Vector3 smoothMoveVelocity;
     Vector3 moveAmount;
 
     Rigidbody rb;
 
     PhotonView PV;
 
     const float maxHealth = 100f;
     float currentHealth = maxHealth;
 
     PlayerManager playerManager;
 
     void Awake()
     {
         rb = GetComponent<Rigidbody>();
         PV = GetComponent<PhotonView>();
 
         playerManager = PhotonView.Find((int)PV.InstantiationData[0]).GetComponent<PlayerManager>();
     }
 
     void Start()
     {
         if (PV.IsMine)
         {
             EquipItem(0);
         }
         else
         {
             Destroy(GetComponentInChildren<Camera>().gameObject);
             Destroy(rb);
             Destroy(ui);
         }
 
         Cursor.lockState = CursorLockMode.Locked;
     }
 
     void Update()
     {
         if (!PV.IsMine)
             return;
 
         Look();
         Move();
         Jump();
 
         for (int i = 0; i < items.Length; i++)
         {
             if (Input.GetKeyDown((i + 1).ToString()))
             {
                 EquipItem(i);
                 break;
             }
         }
 
         if (Input.GetAxisRaw("Mouse ScrollWheel") > 0f)
         {
             if (itemIndex >= items.Length - 1)
             {
                 EquipItem(0);
             }
             else
             {
                 EquipItem(itemIndex + 1);
             }
         }
         else if (Input.GetAxisRaw("Mouse ScrollWheel") < 0f)
         {
             if (itemIndex <= 0)
             {
                 EquipItem(items.Length - 1);
             }
             else
             {
                 EquipItem(itemIndex - 1);
             }
         }
 
         if (Input.GetMouseButtonDown(0))
         {
             items[itemIndex].Use();
         }
 
         if (transform.position.y < -10f) // Die if you fall out of the world
         {
             Die();
         }
     }
 
     void Look()
     {
         transform.Rotate(Vector3.up * Input.GetAxisRaw("Mouse X") * mouseSensitivity);
 
         verticalLookRotation += Input.GetAxisRaw("Mouse Y") * mouseSensitivity;
         verticalLookRotation = Mathf.Clamp(verticalLookRotation, -90f, 90f);
 
         cameraHolder.transform.localEulerAngles = Vector3.left * verticalLookRotation;
     }
 
     void Move()
     {
         Vector3 moveDir = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized;
 
         moveAmount = Vector3.SmoothDamp(moveAmount, moveDir * (Input.GetKey(KeyCode.LeftShift) ? sprintSpeed : walkSpeed), ref smoothMoveVelocity, smoothTime);
     }
 
     void Jump()
     {
         if (Input.GetKeyDown(KeyCode.Space) && grounded)
         {
             rb.AddForce(transform.up * jumpForce);
         }
     }
 
     void EquipItem(int _index)
     {
         if (_index == previousItemIndex)
             return;
 
         itemIndex = _index;
 
         items[itemIndex].itemGameObject.SetActive(true);
 
         if (previousItemIndex != -1)
         {
             items[previousItemIndex].itemGameObject.SetActive(false);
         }
 
         previousItemIndex = itemIndex;
 
         if (PV.IsMine)
         {
             Hashtable hash = new Hashtable();
             hash.Add("itemIndex", itemIndex);
             PhotonNetwork.LocalPlayer.SetCustomProperties(hash);
         }
     }
 
     public override void OnPlayerPropertiesUpdate(Player targetPlayer, Hashtable changedProps)
     {
         if (!PV.IsMine && targetPlayer == PV.Owner)
         {
             EquipItem((int)changedProps["itemIndex"]);
         }
     }
 
     public void SetGroundedState(bool _grounded)
     {
         grounded = _grounded;
     }
 
     void FixedUpdate()
     {
         if (!PV.IsMine)
             return;
 
         rb.MovePosition(rb.position + transform.TransformDirection(moveAmount) * Time.fixedDeltaTime);
     }
 
     public void TakeDamage(float damage)
     {
         PV.RPC("RPC_TakeDamage", RpcTarget.All, damage);
     }
 
     [PunRPC]
     void RPC_TakeDamage(float damage)
     {
         if (!PV.IsMine)
             return;
 
         currentHealth -= damage;
 
         healthbarImage.fillAmount = currentHealth / maxHealth;
 
         if (currentHealth <= 0)
         {
             Die();
         }
     }
 
     void Die()
     {
         playerManager.Die();
     }
 }
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