I have observed a curious effect and I want to confirm with you that my theory is correct. Take the Car Racing.unity scene in the Networking example. As is, the cars are spawned randomly. Spawn them in the same point (0,0,0), modifying CarSpawnPrefab.js. Start the server. Move the car far away. Connect a client. You will see a small glitch, like a collision... but there's nothing there, the other car is far away! Why happen this? Because the RPC queue system. In the new connecting client, the first thing received is the Network.Instantiate of the already created server car, which was created at (0,0,0)... then, the local car is created, at the exact same position... so, you have a collision... and just after this collision, you receive the first position update for the server car, moving it to the right position. Of course, this effect is hidden in the original example because it spawns cars at random positions. Makes sense?