If another player’s avatar is replicated to the scene together with their camera, the symptom happens. You can destroy the replicated camera from another player.
When implementing a view such as first person or third person where the main camera follows the player’s avatar, it is usual to include the camera object in the avatar GameObject. If you attach StrixReplicator to such a GameObject, the camera is replicated when the avatar is replicated. As a result, the scene becomes containing the replicated camera (of another player’s avatar) other than the legitimate main camera.
When a scene contains two active cameras, both cameras perform rendering. Both cameras are configured as the main camera, having the same viewport, so the pictures rendered earlier is overwritten by those rendered later. That means, when another player’s camera coincidentally renders later, the screen looks like the view has been swapped.
You can remove the camera from another player to avoid the symptom. To do so, you can attach a script that inherits from StrixBehavior to avatar’s GameObject, examine the isLocal property in its Start callback, and if it is false, it is a replicated avatar of another player, so remove (Destroy) the camera included in that GameObject. Alternatively, you can make it inactive (SetActivate(false)) instead of removing it. If you do so, you could later switch an active camera by your script to show another player’s view on the screen by intention (for example, after the player’s own avatar was defeated, to show an appropriate player’s view on the screen.)