Networked Objects not appearing on Client when Client loads scene first

I’m having an issue with object instantiation in my multiplayer game. The game layout is simple: Players enter a lobby and once everyone marks ready there is a countdown and the LobbyManager calls ServerChangeScene(gameScene) to load the game level. The problem is that on a lot of the loads all of the networked objects are not instantiating on the client. After a bit of playtesting I noticed that this seems to only happen when the client loads up the scene before the server - when the server loads first everything appears correctly and the game plays as it should. Is there a way to ensure the server loads first?

Some code for reference:

public override void OnLobbyServerPlayersReady()
{
    currentNumberTeam1 = 0;
    currentNumberTeam2 = 0;
    StartCoroutine(ServerCountdownCoroutine());
}

public IEnumerator ServerCountdownCoroutine()
{
    float remainingTime = _matchStartCountdown;
    int floorTime = Mathf.FloorToInt(remainingTime);

    while (remainingTime > 0)
    {
        yield return null;

        remainingTime -= Time.deltaTime;
        int newFloorTime = Mathf.FloorToInt(remainingTime);

        if (newFloorTime != floorTime)
        {
            floorTime = newFloorTime;

            for (int i = 0; i < lobbySlots.Length; ++i)
            {
                if (lobbySlots *!= null)*

{
(lobbySlots as CharacterSelect).RpcUpdateCountdown(floorTime);
}
}
}
}
for (int i = 0; i < lobbySlots.Length; ++i)
{
if (lobbySlots != null)
{
(lobbySlots as CharacterSelect).RpcUpdateCountdown(0);
}
}

ServerChangeScene(playScene);
}
Thanks!

Setting minimum players in the lobby manager settings to the exact amount of players that will play did the trick for me.

Edit: it’s not the case, it sometimes works and sometimes not.