Review console on the server when the client calls command:
Error
ArgumentException: The Object you want to instantiate is null.
UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:196)
UnityEngine.Object.Instantiate (UnityEngine.Object original, Vector3 position, Quaternion rotation) (at C:/buildslave/unity/build/Runtime/Export/UnityEngineObject.cs:143)
NetworkController.CmdSpawn (UnityEngine.GameObject Object, Vector3 position, Quaternion rotation) (at Assets/Resources/Scripts/Network/NetworkController.cs:16)
NetworkController.InvokeCmdCmdSpawn (UnityEngine.Networking.NetworkBehaviour obj, UnityEngine.Networking.NetworkReader reader)
UnityEngine.Networking.NetworkIdentity.HandleCommand (Int32 cmdHash, UnityEngine.Networking.NetworkReader reader) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:620)
UnityEngine.Networking.NetworkServer.OnCommandMessage (UnityEngine.Networking.NetworkMessage netMsg) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:1297)
UnityEngine.Networking.NetworkConnection.HandleReader (UnityEngine.Networking.NetworkReader reader, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:453)
UnityEngine.Networking.NetworkConnection.HandleBytes (System.Byte[ ] buffer, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:409)
UnityEngine.Networking.NetworkConnection.TransportRecieve (System.Byte[ ] bytes, Int32 numBytes, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkConnection.cs:561)
UnityEngine.Networking.NetworkServer.OnData (UnityEngine.Networking.NetworkConnection conn, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:753)
UnityEngine.Networking.NetworkServer+ServerSimpleWrapper.OnData (UnityEngine.Networking.NetworkConnection conn, Int32 receivedSize, Int32 channelId) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:1845)
UnityEngine.Networking.NetworkServerSimple.HandleData (Int32 connectionId, Int32 channelId, Int32 receivedSize, Byte error) (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServerSimple.cs:382)
UnityEngine.Networking.NetworkServerSimple.Update () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServerSimple.cs:248)
UnityEngine.Networking.NetworkServer.InternalUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:705)
UnityEngine.Networking.NetworkServer.Update () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkServer.cs:655)
UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate () (at C:/buildslave/unity/build/Extensions/Networking/Runtime/NetworkIdentity.cs:1060)
EDIT:
Fixed by this method:
[HideInInspector] public GameObject LastSpawnedGameObject;
[Command] public virtual void CmdSpawnAtResources(string ObjectResourcesPath, Vector3 position, Quaternion rotation)
{
GameObject Object = Instantiate(Resources.Load(ObjectResourcesPath), position, rotation) as GameObject;
NetworkServer.Spawn(Object);
LastSpawnedGameObject = Object;
Debug.Log("Object spawned[" + Object.name + "]");
}