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The game has to know what data to send and receive over the network ahead of the time. If you change the size or order of the data at runtime, it will end up in a wrong place. All clients have to update the mappings at precisely the same moment for it to work, and that's impossible.
If you are fine with having a set amount of synchronized objects and just recycling them, take a look at how this map does it
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1920401610
You can also use [RPC] attribute to call methods remotely, which could be helpful
At some point in the future I will probably try making my own solution similar to having a Resources folder in Photon, but it's not going to be any time soon.
Thank you for your prompt reply and assistance.