How to get updated Transform of a spawned object?

I am currently developing application using the Networking. The purpose of my app is to transfer one’s object movement to the other one. But I don’t want them to be in parent<->child relationship.

I managed to copy the Transform form moving object (prefab) to other one. However, I can only get the position and rotation from before instantiating the object. In other words, once program is initiated on the server, values of the position and rotation are always referring to the state of the prefab before instantiating (first object) instead of the actual ones.

I am clearly missing something, and i hope someone would direct me about it.

Here is the part where i create objects on server:

using UnityEngine;
using UnityEngine.Networking;

public class Spawner : NetworkBehaviour {
	
	public GameObject Fotelprefab;
	public GameObject Chairprefab;
	public GameObject Cameraprefab;
	public GameObject Cube;
	public GameObject Slup;

	public Transform spawnPoint1;
	public Transform spawnPoint3;
	public Transform spawnPoint4;

	public override void OnStartServer()
	{
		var fotel = (GameObject)Instantiate (Fotelprefab, spawnPoint1.position, spawnPoint1.rotation);
		var chair = (GameObject)Instantiate (Chairprefab, spawnPoint3.position, spawnPoint3.rotation);
		var cardboard = (GameObject)Instantiate (Cameraprefab, spawnPoint4.position, spawnPoint4.rotation);
		var cube = (GameObject)Instantiate (Cube, spawnPoint4.position, spawnPoint4.rotation);
		var slup = (GameObject)Instantiate (Slup, spawnPoint4.position, spawnPoint4.rotation);

		NetworkServer.Spawn(fotel);
		NetworkServer.Spawn(chair);
		NetworkServer.Spawn(cardboard);
		NetworkServer.Spawn(cube);
		NetworkServer.Spawn(slup);
	}
}

And the part with coping Transform:

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;

public class follow : NetworkBehaviour {

	public GameObject catch_me;
	// Use this for initialization
	void Start () {

	}

	// Update is called once per frame
	void Update () {
		Transform _head = catch_me.GetComponent<Transform> ();

		transform.position = _head.position;
		transform.rotation = _head.rotation;
		Debug.Log ("Head transform position " + _head.position);
		Debug.Log ("Head transform rotation " + _head.rotation);
	}
}

I solved it by adding a line:

slup.GetComponent<follow> ().catch_me = cube;

in Spawner script after instantiating all objects.