Destroying a Player Body and Switching it to another Body with different Components.

I am making a networked using Photon PUN 2.
I have a PlayerPrefab which is spawned in and it is spawned in and it is controlled by movement script and has several components in scripts and colliders for it to do the different actions in the game.
I know need to be able to change this PlayerPrefab midgame. The new body is most likely to be a new Prefab, Let’s Call it SecondPrefab. I need the isMine PhotonView to stay true while switching. I need the the client to stay on the network when this happens. The SecondPrefab will have some of the same scripts and components but not all and may have some additions in scripts and components. In addition the SecondPrefab will have a different Tag, be on a different layer and have camera culling stuff in the game different on it.
How would I do this?
Thank you in advance.

I haven’t done exactly this, but my game design was for an RTS, and I didn’t have a “player” prefab, I just had a bunch of units that the player could control – and I attached the player to something else (in my case, his initial “base” structure, but you could attach it to anything). Then you just have the player move which “unit” which he has selected to control and you don’t have to swap the player prefab around.

The SecondPrefab will not be present on the scene, The controls, must be transferred . In addition the player does not select to become the SecondPrefab, it happens due to the events in the game.
I am Assuming you had a isControl variable which went active for each object when the player selected it? How does the PhotonView isMine varibale be transfered over the network for the new object?