RPC from NPCs not working and Network.Spawned objects won't show on new client

Hello, I’ve just recently got the Network.Spawn to work just fine before I realized that when spawning an objects on all connected clients(through [Command]), it still won’t show to a newly connected one.
I do register prefabs on Start() of the Player GameObject and I get no problems when spawning on connected players, when a player joins instead, he gets this until the object is destroyed:

Another problem I’ve been having is that (along with the spawned NPCs also not showing to new clients) when sending RPCs from apparently a non-player gameobject, console spams these messages

(when I say random I mean it basically gives that error for every RPC and CMD in every script an unknown amount of times)
and the game stutters.

Thank you for your time, let me know if any code is needed.

Sorry to necro, but I was having this same problem.

I discovered that the RpcFunction() error was due to calling RpcFunction() from a script on a GameObject shared by both server and client, and which was to affect Server Only GameObjects (per the Server Only NetworkIdentity check). I was already calling the RpcFunction() from within an if(isServer) block, so I simply made it non-Rpc and the problem cleared right up.

Just to clarify: calling an Rpc meant to affect Server-side objects that aren’t instantiated on the Clients which receive the Rpc causes problems, as you might imagine.

Something to consider for anyone having similar problems.