Default NetworkViewID different between Editor and Windows standalone build?

I only have one networkView in my scene, which is attached to an empty gameObject with a script. I created a prefab out of this for easy reuse.

In the editor, the ID (and error) for this network view is:
Could’t invoke RPC function ‘ReceiveChatBoxMessage’ because the networkView ‘SceneID: 1 Level Prefix: 0’ doesn’t exist

However, the ID (and error) on a Windows build is:
Could’t invoke RPC function ‘ReceiveChatBoxMessage’ because the networkView ‘AllocatedID: 0’ doesn’t exist

I am not doing any sort of manual ID assignment. Why are the View IDs so different?

I can work around this by doing “viewID = new NetworkViewID()” but this seems like just a horrible hack (view ID is probably empty string or null or something). AllocateNetworkViewID() does not work since you need a networkView in the first place to communicate the allocated viewID.

I am using Unity 3.5.6

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