Thanks for the info. That is what I was looking for. I am assuming it is not safe to hold onto instances of these game object's since they could be destroyed at any time without your knowledge? Do you have a way to reference them by some unique guid? I assume I cannot set the parent in this callback to keep things in "buckets".
For example, I want to maintain a list of cameras of each player that is connected. In my create callback I could store the game object into some list somewhere but that sounds like a bad idea.
Also I commented out the changes mentioned on my thread regarding crashing unity so while im working with this stuff hopefully I will find out if the issue is reproduce able still.
On a side note, are channels the same as games? Taking the sample thats included, I added a new scene to the list of example1-3 that you can pick. Everything works fine in it, but when a client connects I do not get:OnPlayerJoined call which in the comments mentions joined the channel. Is there a different broadcast for a player joined a level?
Edit:I see, I needed OnNetworkPlayerJoin