I've noticed that if I modify the name and parent of a GameObject created with PhotonNetwork.Instantiate(), the object will no longer be automatically instantiated when other clients join the room at a later point. Is there a supported way of modifying GameObject's name and parent so that it won't interrupt the network Instantiation process?
[EDIT] I'm now handling this through a buffered RPC, and it seems to be working.
[EDIT] I'm now handling this through a buffered RPC, and it seems to be working.