One user controls all of them on network

When one person moves it animates all people on the server.

This is making everyone walk!

var view : NetworkView; 
@RPC
function walk() { //this function is called when a user presses w
  //print(networkView.viewID);
  view = NetworkView.Find(networkView.viewID);
  view.gameObject.transform.networkView.RPC("isWalking", RPCMode.All);
}

isWalking just sets a boolean isWalking to true for a specific player object. This is doing it to all of them and I am not sure why!

Also I am getting this usse, perhaps it is related?

NullReferenceException: Object reference not set to an instance of an object
networkmanager.spawnPlayer () (at Assets/scripts/networkmanager.js:60)

function spawnPlayer() { //occurs onConnection and onInitialization
    var viewID = Network.AllocateViewID();
    var clone : Transform;
    clone = Network.Instantiate(playerPrefab, spawnObject.position, Quaternion.identity, 0) as Transform;
    var nView: NetworkView;
    nView = clone.GetComponent(NetworkView); //THIS IS THE LINE WITH THE ERROR
    nView.viewID = viewID;
    
}

Check out these docs real quick they outline what networkView controllers are (I say controllers but really they are just components. They are located under “miscellaneous => networkView”), where to find them, how to use them, etc.

http://docs.unity3d.com/Documentation/Components/class-NetworkView.html

You check for networkView.isMine as an if statement surrounding the movement portion of your script. If you do this, you would no longer need RPC’s to send player movement because networkView’s sync the object transforms across all connected machines