Quick answer: Use PhotonNetwork.InstantiateRoomObject for objects that must outlive their creator, and instantiate scene-critical objects from the MasterClient.
Photon buffers instantiation events so late joiners can rebuild room state. Objects owned by a client that disconnects, or created in a way that does not buffer, simply do not exist for anyone who joins afterward.
How to fix it
1. Use room objects for persistent state
Spawn shared, long-lived objects with PhotonNetwork.InstantiateRoomObject so ownership belongs to the room, not a player. They survive the creator leaving and replay to late joiners.
2. Spawn shared objects from the MasterClient
Centralize creation of world objects on the MasterClient in OnJoinedRoom/OnMasterClientSwitched so there is a single authority and no duplicate or missing spawns.
3. Send current state to new players
For dynamic values not captured by buffered RPCs, implement IPunObservable.OnPhotonSerializeView or send a targeted RPC to the new actor in OnPlayerEnteredRoom.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.