Enemies Spawn Centre of Game? (On Client) (Act correctly on Master?)

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Hi gang, everything in my game seems to be working, both players fly around and shoot act AWESOME! wait what?
Enemy spawns correctly on Master but on Client Enemy spawns Centre of the Map (0/0/0) position and dose not Sync.

Everything is set up I have PhotonViews set appropriately as well as Turning Of NavAgents if not on Master Client;
(players act 100% properly but Enemies are a mess.)


//---------------------------------------------------------------------------------------------------------------------------------------------------------
My Spawn Code:
//---------------------------------------------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon;
public class SpawnEnemy : Photon.MonoBehaviour {

public float delay = 1f;
public int maximum = 2;

private List m_list = new List();



public float m_internalTimer = 5f;

void Start()
{
m_internalTimer = delay;
}

void Update()
{
if (m_list.Count >= maximum)
return;

m_internalTimer -= Time.deltaTime;
m_internalTimer = Mathf.Max(m_internalTimer, 0f);
if (m_internalTimer == 0f)
{
Vector3 offset = GetOffset();
GameObject obj = PhotonNetwork.Instantiate ("Enemy1", this.transform.position, this.transform.rotation, 0);

m_list.Add(obj);
m_internalTimer = delay;
}

}

void LateUpdate()
{
//remove all destroyed objects
m_list.RemoveAll(o => (o == null || o.Equals(null)) );

}

Vector3 GetOffset()
{
// here goes your random offset, please implement this by yourself
return Vector3.zero;
}
}






//---------------------------------------------------------------------------------------------------------------------------------------------------------

My Sync Code:

//---------------------------------------------------------------------------------------------------------------------------------------------------------

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon;
public class SyncMaster : Photon.MonoBehaviour {


Vector3 trueLoc;
Quaternion trueRot;
PhotonView pv;

void Start(){
pv = GetComponent();
}


void Update()
{
if (PhotonNetwork.isMasterClient == false) {
transform.position = Vector3.Lerp (transform.position, trueLoc, Time.deltaTime * 5);
transform.rotation = Quaternion.Lerp (transform.rotation, trueRot, Time.deltaTime * 5);
}

}

public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
//we are reicieving data
if (stream.isReading)
{
//receive the next data from the stream and set it to the truLoc varible
if(PhotonNetwork.isMasterClient == false){//do we own this photonView?????
this.trueLoc = (Vector3)stream.ReceiveNext(); //the stream send data types of "object" we must typecast the data into a Vector3 format
this.trueRot = (Quaternion)stream.ReceiveNext();

}
}
//we need to send our data
else
{
//send our posistion in the data stream
if(PhotonNetwork.isMasterClient == true){
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);

}
}
}

}