Network.Instantiate() vs. lag

What happens if Network.Instantiate() is called when one of the connected clients is lagging? Does the lagging client instantiate your object when then next frame is executed, or is the call just dropped?

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May be i am not right. But here is Concept.
I think Unity’s Network class works on TCP Protocol which wait for packet sent assurance on server side. Server try to send data until client wont able to receive until connection timeout time. Also there is lots of transform data to Sync b/w client-server. If Sync component would less then Unity Network class should probably send data asap. In my view, Instantiated Object would spawn, but it doesn’t guaranty when in which Frame.