I changed from sending to the joiningPlayer to Target.OthersSaved and this has fixed the issue.
public virtual void OnNetworkPlayerJoin(int chan, Player joiningPlayer)
{
if (!TNManager.isHosting) { return; }
print("ACTOR3D::Player joined");
tno.Send("WarpToPos", Target.OthersSaved, transform.position, transform.rotation, aiPath.target);
}
Is this the best way to do it, I don't plan on having to many actors running around my game on each scene.
Maybe 20 - 30 max and up to 6 players in game. Just I can imagine a burst of data each time a player joins a scene as it sends to everyone where the actors are.
But thanks again for guiding me in the right direction.