Rocket with active Camera attached works not over Network

Hello,
well i have 2 kinds of Rockets…
one like the Rocket from the Star Trooper example that works fine over network
and a modified one where i attach my Camera if i fire it. I also can steer it as long as it get’s destroyed… than the Camera moves back to my Ship…
Now all is working fine locally but if i open a Network Game the Rocket with the Camera attached is working but not seen by the other players and it has also no effect…
So whats wrong with this ?

function shootCam () {
	// Did the time exceed the reload time?
	if (Time.time > reloadTime + lastShot  ammoCount > 0) {
	var exMissle = GameObject.FindWithTag ("Missile");
	Destroy(exMissle);
	var position : Vector3 = new Vector3(0, 0, 13);
	position = SpaceShip.transform.TransformPoint (position);
	// instantiating missile
			var thisMissile : GameObject = Network.Instantiate (missileCam, position, SpaceShip.transform.rotation,0) as GameObject;
			Physics.IgnoreCollision(thisMissile.collider, SpaceShip.collider);

	switchTorpedeoCam ();
	lastShot = Time.time;
	ammoCount--;
	}
}

thank you

well i found a solution… maybe it is a bug…
on collision i call Network.Destroy(gameObject);
now i do just wait for sec(0.2) just before and all is fine…