[SOLVED] Error spawning player

Hey guys i posted this on unity forums but no luck yet so im posting here since i am using photon Networking


while learning some basic photon networking i followed some quil18 tutorials and the map was already loaded when spawning in to keep things simple

ive now created menus and such and it seems to bork the spawn when loading the scene
SpawnSpot mySpawnSpot = spawnSpots[Random.Range(0, spawnSpots.Length)];
        GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("PlayerController", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);


error/Exception points to this Line:
SpawnSpot mySpawnSpot = spawnSpots[Random.Range(0, spawnSpots.Length)];

here is full error code:

http://gyazo.com/c93ee05b9a59847f878bd34503281281


Spawning a player occurs in OnJoinedRoom() and is called from a UI button I am posting my network code below please keep in mind a lot of this is placeholder as it is from a tutorial.

and here is full network code:
public class NetworkManager : MonoBehaviour
{
    public static NetworkManager Instance;
    public GameObject StandbyCamera;
    SpawnSpot[] spawnSpots;
    public bool OfflineMode = false;
    bool Connecting = false;


    public string sceneLevel;

    //Handle New UI declarations
    Text _UserName;

    void Start()
    {
        spawnSpots = GameObject.FindObjectsOfType<SpawnSpot>();
        Instance = this;
        DontDestroyOnLoad(gameObject);
        PhotonNetwork.player.name = PlayerPrefs.GetString("Username", "YourANoob");
    }

    public void ConnectToPhoton()
    {
        PhotonNetwork.ConnectUsingSettings("alpha 0.003");
    }

    void OnDestroy()
    {
        PlayerPrefs.SetString("Username", PhotonNetwork.player.name);
    }



    void OnGUI()
    {
        GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());


        if (PhotonNetwork.connected == false && Connecting == false)
        {
            if (GUILayout.Button("Single Player"))
            {
                Connecting = true;
                PhotonNetwork.offlineMode = true;
                OnJoinedLobby();

            }

            GUI.Label(new Rect(150, 20, 120, 35), "UserName :");
            PhotonNetwork.player.name = GUI.TextField(new Rect(230, 20, 200, 35), PhotonNetwork.player.name);

            if (GUILayout.Button("Multiplayer Player"))
            {
                Connecting = true;
                ConnectToPhoton();
            }
        }
    }

    void OnJoinedLobby()
    {
        PhotonNetwork.JoinRandomRoom();
    }

    void OnPhotonRandomJoinFailed()
    {
        PhotonNetwork.CreateRoom(null);
    }

    void OnJoinedRoom()
    {
        Connecting = false;
        PhotonNetwork.LoadLevel("DeveloperArena");
    }

    public void SpawnMyPlayer()
    {
        if (spawnSpots == null)
        {
            Debug.LogError("Dude Seriously??");
            return;
        }

        SpawnSpot mySpawnSpot = spawnSpots[Random.Range(0, spawnSpots.Length - 1 )];
        GameObject myPlayerGO = (GameObject)PhotonNetwork.Instantiate("PlayerController", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);

        StandbyCamera.SetActive(false);

        //Enable and disable components so each player controls itself
        ((MonoBehaviour)myPlayerGO.GetComponent("MyMouseLook")).enabled = true;
        ((MonoBehaviour)myPlayerGO.GetComponent("PlayerController")).enabled = true;
        myPlayerGO.transform.FindChild("FirstPersonCharacter").GetComponent<Camera>().enabled = true;
        myPlayerGO.transform.FindChild("FirstPersonCharacter").FindChild("Guns").FindChild("CartoonSMG").GetComponent<Weapon_Shooting>().enabled = true;
    }
}
      



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