Hi,
The meteoroid demo is almost there, so you'll be able to have a sample to study soon.
I think you have two distinct problems, spawning and sending events
Spawning:
-- usually I strongly recommand when you begin to let the lobbyManager spawn your player instances
-- if you want to spawn manually, it can only be done on the server. I think you are trying to spawn from client and that will never work.
Events:
Commands go from client to server
RPC goes from server to client,
So your client sends a command to the Server, that in turns sends rpc back to client if required. it's a two step procedure unlike Photon for example.
your biggest hurdle here is to get acquainted with the network structure, it's centralized with a server that could be a client as well, if you are testing locally with a published app, while normally you should run a dedicated server on the cloud, where server and clients don't get mixed up within the same running application.
So before trying to work with Unity Networking, I strongly suggest you absord the documentation for it, which is very difficult. I have to say that I have myself still some issues with fully understanding the various procedures and requirements for everything to work properly even with the actual demo working and the scripts available...
If you are new to networking, I strongly suggest using Photon instead, it's has a much easier learning curve and behaves more naturally towards how we think and want to interact with the various networked players.
So, while I am finishing off the Playmaker demo, please read the Unity doc so that when the demo will be there we'll be able to go in details about the various design patterns and technics to be used with Unity networking.
also, you should start with a simple project, it's going to be very frustrating for you if you start with a complex existing project and try to turn it in a network game, I don't recommend this.
Bye,
Jean