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Spawning works when all clients are connected, but if a client connects after I spawn all my prefabs there are errors. I spawn the object before changing its Rigidbody's velocity, which seems to cause the problem. I spawn objects, change them, then the other client joins, and the errors come. these are the errors:

Failed to spawn server object, assetId=953c1c6ecbb84304280d1334ef5dae0b netId=26

I also make changes to variables on other scripts.

All objects have network identities, network transforms, and are spawnable prefabs.

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I cannot use UNET anyways, as it is not performing well. I am going to try DarkRift and see how that goes. it does not seem possible to dynamically generate an object in UNET, in any good way anyways. I suggest not using UNET for projects with lots of physics and moving objects

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