Good evening, I have a problem that when my player shoots the other player fires without the player wanting
	appwarp.cs:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using com.shephertz.app42.gaming.multiplayer.client;
using com.shephertz.app42.gaming.multiplayer.client.events;
using com.shephertz.app42.gaming.multiplayer.client.listener;
using com.shephertz.app42.gaming.multiplayer.client.command;
using com.shephertz.app42.gaming.multiplayer.client.message;
using com.shephertz.app42.gaming.multiplayer.client.transformer;
//using UnityEditor;
using AssemblyCSharp;
public class appwarp : MonoBehaviour 
{    
	public string apiKey = "api Key";
	public string secretKey = "secret Key";
	public string roomid = "Room ID";
	public static string username = "";
	
	public bool useUDP = true;
	private UserInput userInput;
	
	Listener listen;
	
	public Transform remotePrefab;
	private Animator anim; //added
	
	void Start () {
		anim = GetComponent<Animator> (); //added
		WarpClient.initialize(apiKey,secretKey);  //initializing the SDK
		listen = GetComponent<Listener>(); /*In Order to receive notification,connection & join/leave callbacks, you need 
		                                     to add corresponding listners as defined in listner class*/
		WarpClient.GetInstance().AddConnectionRequestListener(listen);
		WarpClient.GetInstance().AddChatRequestListener(listen);
		WarpClient.GetInstance().AddLobbyRequestListener(listen);
		WarpClient.GetInstance().AddNotificationListener(listen);
		WarpClient.GetInstance().AddRoomRequestListener(listen);
		WarpClient.GetInstance().AddUpdateRequestListener(listen);
		WarpClient.GetInstance().AddZoneRequestListener(listen);
		
		// join with a unique name (current time stamp)
		/* username = System.DateTime.UtcNow.Ticks.ToString(); //Unique username is generated
			WarpClient.GetInstance().Connect(username); */
		
		//EditorApplication.playmodeStateChanged += OnEditorStateChanged;
		username = NickManager.PlayerNick;          //Carrega o nome Ao lado do player no menu e seta ao jogador
		WarpClient.GetInstance().Connect(username);
		userInput = GetComponent<UserInput>();
	}
	
	public float interval = 0.1f;
	float timer = 0;
	
	void Update () {
		timer -= Time.deltaTime;
		if(timer < 0)
		{
			
			float[] data_f = new float[11];
			bool[] data_b = new bool[4];
			data_f[0] = transform.position.x;
			data_f[1] = transform.position.y;
			data_f[2] = transform.position.z;
			data_f[3] = transform.rotation.eulerAngles.x;
			data_f[4] = transform.rotation.eulerAngles.y;
			data_f[5] = transform.rotation.eulerAngles.z;
			data_f[6] = userInput.aimLookPos.x;
			data_f[7] = userInput.aimLookPos.y;
			data_f[8] = userInput.aimLookPos.z;
			data_f[9] = anim.GetFloat("Forward");
			data_f[10] = anim.GetFloat("Turn");
			data_b[0] = userInput.aim;
			data_b[1] = userInput.fire;
			data_b[2] = true;
			data_b[3] = true;
			int data_len = (sizeof(float)*11) +  (sizeof(bool)*4) + (username.Length*sizeof(char));
			byte[] data = new byte[data_len];
			System.Buffer.BlockCopy(data_f,0,data,0,sizeof(float)*11);
			System.Buffer.BlockCopy(data_b,0,data,sizeof(float)*11,sizeof(bool)*4);
			System.Buffer.BlockCopy(username.ToCharArray(),0,data,(sizeof(float)*11 +sizeof(bool)*4),username.Length*sizeof(char));
			
			listen.sendBytes(data, useUDP);
			
			timer = interval;
		}
		
		if (Input.GetKeyDown(KeyCode.Escape)) {
			Application.Quit();
		}
		WarpClient.GetInstance().Update();
	}
	
	void OnGUI()
	{
		GUI.contentColor = Color.black;
		GUI.Label(new Rect(10,10,500,100), listen.getDebug());
	}
	
	/*void OnEditorStateChanged()
	{
    	if(EditorApplication.isPlaying == false) 
		{
			WarpClient.GetInstance().Disconnect();
    	}
	}*/
	
	void OnApplicationQuit()
	{
		WarpClient.GetInstance().Disconnect();
	}
	
	public void onMsg(string sender, string msg)
	{
		/*
		if(sender != username)
		{
			
		}
		*/
	}
	
	public void onBytes(byte[] msg)
	{	
		float[] data_f = new float[11];
		bool[] data_b = new bool[4];
		char[] data_c = new char[(msg.Length - ((sizeof(float)*11) + (sizeof(bool)*4)))/sizeof(char)];
		
		System.Buffer.BlockCopy(msg,0,data_f,0,sizeof(float)*11);
		System.Buffer.BlockCopy(msg,sizeof(float)*11,data_b,0,sizeof(bool)*4);
		System.Buffer.BlockCopy(msg,sizeof(float)*11+sizeof(bool)*4,data_c,0,msg.Length-(sizeof(bool)*4+ sizeof(float)*11));
		
		string sender = new string(data_c);
	
		if(sender != username)
		{
		
			GameObject remote;
			remote = GameObject.Find(sender);
			if(remote == null)
			{
				Object newRemote = Instantiate(remotePrefab, new Vector3(7.88f,0.42f,1f) ,Quaternion.identity);
				newRemote.name = sender;
			}
			else
			{
				RemotePlayer rp = remote.GetComponent<RemotePlayer>();
				rp.Set(new Vector3(data_f[0],data_f[1],data_f[2]),new Vector3(data_f[3],data_f[4],data_f[5]),new Vector3(data_f[6],data_f[7],data_f[8]),data_f[9],data_f[10],data_b[0],data_b[1]);
			
			}		
		}
	}
	
	public void onUserLeft(string user)
	{
		GameObject remote;
		remote = GameObject.Find(user);
		
		if(remote != null)
		{
			Destroy(remote);
		}
	}
	
}