Objects not showing up if created before a player loads the scene

Hi, I’m using Photon Networking for my game. It’s a simple FPS mostly for me to figure out how Networking works. I’m having an issue when the second player joins the game, they are unable to see the objects created before they loaded the scene (For example, the first player). However, the first player can see the second one. Is this a common problem? If not, I can post my code snippets.

Most likely the networked GameObjects (GOs) were created in the previous scene and got destroyed by the engine due to loading another level.
You need to instantiate the GOs for a scene after you loaded the correct level. When you first send “load level X” to everyone and instantiate once you loaded, then the others can pause the message queue and begin loading when they get “load level X”. When the level is loaded, turn on the message queue again and the next thing you get are the instantiates you are missing now.

Alternatively, use PhotonNetwork.LoadLevel() and PUN’s level syncing when you set PhotonNetwork.automaticallySyncScene = true. This works as described above.