Photon multiplayer game working in editor but not in build.

There are two problems I appear to be having at once.

Problem #1: I made a script to scatter gameobjects throughout a set radius, and it works beautifully in the editor, but does absolutely nothing in the build. If I start a photon room in the editor, and then join it in a build, however, the objects will be there in the world, but if I start a room in the build they simply do not spawn. Here is the script:

using UnityEngine;
using System.Collections;

public class SpawnItems : MonoBehaviour {
	
	public GameObject Item;
	public int spawnNum = 12;
	public int negX = -155;
	public int posX = 155;
	public int negZ = -155;
	public int posZ = 155;

	void spawn()
	{
		for(int i = 0; i <spawnNum; i++)
		{
			Vector3 ItemPos = new Vector3(this.transform.position.x + Random.Range(negX, posX), this.transform.position.y + Random.Range(0.0f, 0.0f), this.transform.position.z + Random.Range(negZ, posZ));
			GameObject ItemGO = (GameObject)PhotonNetwork.Instantiate(Item.gameObject.name,ItemPos,Quaternion.identity, 0); //PhotonNetwork.
			
		}
	}
	// Use this for initialization
	
	 void OnCreatedRoom()
 {
		spawn();
	
 }
	
	// Update is called once per frame
	void Update () {
	
	}
}

Problem #2: I also made a (totally unrelated) script which is placed on an object so that it would move along the Terrain at a raycast hit sent from the center of the player’s view. It was meant to be a building system, like in games like rust, where a transparent preview of an object being built exists where the object will be placed, then, when the player clicks, it spawns the object in its place. Again, it works like a charm, but only in the editor. In the built edition of the game, the ghost object (the preview) does not move at all. Here is the script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlaceThingC : MonoBehaviour {


public Transform prefab;
public float speed = 1.0f;
public Camera PlayerCamera;


void  Start (){
	
}

void  Update (){
	
	Ray ray = PlayerCamera.ScreenPointToRay(Input.mousePosition); //camera.main.ScreenPointToRay
	RaycastHit hit;
	Vector3 euler = this.transform.rotation.eulerAngles; //Quaternion.Euler(this.transform.rotation.x, this.transform.rotation.y, this.transform.rotation.z);
	
	if (Physics.Raycast(ray, out hit,Mathf.Infinity)) {
		if(hit.collider.tag == "Terrain"){
			
			if (Input.GetKey(KeyCode.E)) {
				transform.Rotate(Vector3.up * speed * Time.deltaTime);
			}
			
			if (Input.GetKey(KeyCode.Q)) {
				transform.Rotate(-Vector3.up * speed * Time.deltaTime);
			}
			
			transform.position = hit.point;
			
			if (Input.GetMouseButtonDown(0)) {
				PhotonNetwork.Instantiate (prefab.gameObject.name, hit.point, Quaternion.Euler(euler.x,euler.y,euler.z), 0);
				this.transform.gameObject.SetActive(false);
			}
		}
	}
}



[PunRPC]
void  Test (){}
}

Thanks in advance to anyone who bothers to help me out here.

Het, did you get a solution? I’m having same error.