RPC when Unity freezes

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Hi, i have a problem to receive RPC when unity lags(freezes).
For example:
One Client:
100(tick) : create unit parameters, tick to create unit 125(consider ping plus some factor)
100 : send PRC
125 : Create Unit
Another Client
Client lags and now we recieve RPC only at tick 140
140 : receive RPC to create unit at 125
141 : Create Unit
It's possible to solve this? If we will wait for the confirmation message, it too can fall while unity lags.
Such thing only occur when unity lags, most of the time its work fine.
Example from real logs:

Editor client, 912 tick to create unit:
863 StopWatch Frame Time : 0.7809127; - lags
883 StopWatch Frame Time : 0.6149226; - lags
884 Create SpawnParameters: bluprint GiantUnitBlueprint; position [3,8]; tick to wait 912; id 63
884 SendCard: bluprint GiantUnitBlueprint; position [3,8]; tick to wait 912; id 63
898 StopWatch Frame Time : 0.9079785; - lags
912 : Unit [Unit\UnitGiant] created! Entity_63(Giant), tickToWait : 912
Client, we recieve RPC in 915 tick:
881 StopWatch Frame Time : 0.7475453; - lags
915 Receive SendCard: playetID 1; bluprint GiantUnitBlueprint; position [3,8]; tick to wait 912; id 63
915 We recieve SpawnParameters: bluprint GiantUnitBlueprint; position [3,8]; tick to wait 912; id 63
916 : Unit [Unit\UnitGiant] created! Entity_63(Giant), tickToWait : 912