Sync game objects across network Photon C#

How would i have it so that both of the players in my game can see moving objects, because i have it so the players can see each other fine and when the move on one instance of the game the other player can see it, but how would i have this done with game objects. I have it so that the players can pick up objects but when a player picks up an object on one screen/game the other player does not see this on there game. Here is some of my code:

using UnityEngine;
using System.Collections;

public class NetworkCharacter : Photon.MonoBehaviour {

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

	void Update(){

		if (photonView.isMine) {

		}
		else {
			transform.position = Vector3.Lerp (transform.position, this.realPosition, 0.1f);
			transform.rotation = Quaternion.Lerp (transform.rotation, this.realRotation, 0.1f);
		}

	}

	void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {

		if (stream.isWriting) {

			stream.SendNext(transform.position);
			stream.SendNext(transform.rotation);

		}
		else {

			this.realPosition = (Vector3) stream.ReceiveNext();
			this.realRotation = (Quaternion) stream.ReceiveNext();
		}
	}
}

using UnityEngine;
using System.Collections;

public class NetworkManager : MonoBehaviour {

	public GameObject standByCamera;

	void Start () {
		PhotonNetwork.ConnectUsingSettings ("0.0.1");
	}
	void OnGUI () {
		UnityEngine.GUILayout.Label ( PhotonNetwork.connectionStateDetailed.ToString() );
	}
	void OnJoinedLobby () {
		PhotonNetwork.JoinRandomRoom ();
	}
	void OnPhotonRandomJoinFailed () {
		PhotonNetwork.CreateRoom ( "MAIN" );
	}
	void OnJoinedRoom () {

		GameObject myPlayerGO = PhotonNetwork.Instantiate ("PlayerController", Vector3.zero, Quaternion.identity, 0);
		GameObject _minimap = PhotonNetwork.Instantiate ("MinimapCamera", new Vector3(0, 100, 0), Quaternion.Euler(90 ,0 ,0), 0);
		GameObject box = PhotonNetwork.Instantiate ("FlatCube", new Vector3(5, 1, 5), Quaternion.identity, 0);

		standByCamera.SetActive (false);

		myPlayerGO.transform.FindChild ("Main Camera").gameObject.SetActive(true);
		myPlayerGO.transform.FindChild ("MinimapCamera").gameObject.SetActive(true);
		((MonoBehaviour)myPlayerGO.GetComponent ("FirstPersonController")).enabled = true;
		((MonoBehaviour)box.GetComponent ("Pickupable")).enabled = true;
	}
	
}

I have the Network character for my player characters so they can see each other

I have the Network manager to setup the games

The first thing coming to my mind would be adding a PhotonView component to every GameObject you want to be able to track on both server and client.