The Bug:
During scene loading on the localClient (not the host) a GameObject will bug out with the error below if there is an additional NetworkBehaviour script attached to the same GameObject that is lower in the hierarchy and also contains a SyncListFloat. This bug causes all networked SceneObjects not to spawn and breaks the scene.
Code To Replicate:
Using 5.2.1f1
NetworkBehaviour script
using UnityEngine;
using System.Collections;
using UnityEngine.Networking; //needed for NetworkBehaviorStatIndividual
public class TestNetAnimBug : NetworkBehaviour
{
public SyncListFloat syncListFloat = new SyncListFloat();
}
GameObject Heirarchy

Other Observations
-If I remove the NetworkAnimator then everything works fine.
-If I remove the SyncListFloat from the script then everything works fine.
-If I move the NetworkAnimator component lower in the hierarchy than the NetworkBehaviour script the bug does not occur.
-It seems the bug is related to the NetworkServer.SpawnObjects() call. I’m using a CustomNetworkManager : NetworkManager and for some reason NetworkServer.SpawnObjects() isn’t automatically called, so I call it manually after server OnLevelWasLoaded()… and this call drives the error (If I comment out the NetworkServer.SpawnObjects() then I get no error, but also the client objects are not enabled/spawned) .
Error
IndexOutOfRangeException: NetworkReader:ReadByte out of range:NetBuf sz:18 pos:18
UnityEngine.Networking.NetBuffer.ReadByte () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkBuffer.cs:35)
UnityEngine.Networking.NetworkReader.ReadUInt32 () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:198)
UnityEngine.Networking.NetworkReader.ReadSingle () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkReader.cs:270)
UnityEngine.Networking.SyncListFloat.ReadInstance (UnityEngine.Networking.NetworkReader reader) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/SyncList.cs:60)
TestNetAnimBug.OnDeserialize (UnityEngine.Networking.NetworkReader reader, Boolean initialState)
UnityEngine.Networking.NetworkIdentity.OnUpdateVars (UnityEngine.Networking.NetworkReader reader, Boolean initialState) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:623)
UnityEngine.Networking.ClientScene.ApplySpawnPayload (UnityEngine.Networking.NetworkIdentity uv, Vector3 position, System.Byte[ ] payload, NetworkInstanceId netId, UnityEngine.GameObject newGameObject) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/ClientScene.cs:388)
UnityEngine.Networking.ClientScene.OnObjectSpawnScene (UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/ClientScene.cs:499)
UnityEngine.Networking.NetworkConnection.HandleReader (UnityEngine.Networking.NetworkReader reader, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:416)
UnityEngine.Networking.NetworkConnection.HandleBytes (System.Byte[ ] buffer, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:372)
UnityEngine.Networking.NetworkConnection.TransportRecieve (System.Byte[ ] bytes, Int32 numBytes, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:522)
UnityEngine.Networking.NetworkClient.Update () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:554)
UnityEngine.Networking.NetworkClient.UpdateClients () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkClient.cs:768)
UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:899)