title: Unity+PUN: "Instantiate" sometimes creates too many GameObjects
body: <p>I'm developing a racing game and am currently facing problems instantiating the race cars after loading the race-track scene.</p>
  
  <p>I have a local "RaceGuard" that basically calls this method:</p>
  
  <pre><code>public void CreateLocalPlayer()
  {
      while (!PhotonNetwork.IsConnectedAndReady)
      {
  
      }
  
      GameObject Player = PhotonNetwork.Instantiate(prefabName, Vector3.zero, Quaternion.identity);
  
      PhotonView pV = Player.GetComponent&lt;PhotonView&gt;();
  
      Player.transform.position = raceGuard.singleRaceStart1To7[pV.OwnerActorNr - 1].position;
      Player.transform.rotation = raceGuard.singleRaceStart1To7[pV.OwnerActorNr - 1].rotation;
  }
  </code></pre>
  
  <p>Now, I build the game and run it and run a second instance of the game inside Unity.
  When I test this, I usually encounter two scenarios:</p>
  
  <p>1] Everything works as expected: Both games have both players at the correct position.</p>
  
  <p>2] One game has only one car [the local player] while the other game has 3 cars in the scene [the local player, and then two remote players spawned at the same spot].</p>
  
  <p>I struggle to find the cause of this issue, it's hard to debug aswell since I can only step through the code in the Unity instance, but nothing looks suspicious or throws an error.
  Including some prints, I can see that the "CarCreated" method gets called 3 times in the faulty case, but I don't know why.</p>
  
  <p>Maybe I am doing something very basic wrong. Since it's my first time creating a multiplayer game, I watched tutorials, googled etc. but found nothing that describes my problem.</p>