You'll need to make the ThirdPersonPlayer a ghost component and synchronize the ControlledCharacter and ControlledCamera fields. This will ensure that the entity references set up by the server when instantiating a character will be carried over to clients:
[GhostComponent]
public struct ThirdPersonPlayer : IComponentData
{
[GhostField]
public Entity ControlledCharacter;
[GhostField]
public Entity ControlledCamera;
}Then, you'll need to make the OrbitCamera component a ghost component and synchronize the following fields:
[GhostComponent]
public struct OrbitCamera : IComponentData
{
// (....)
[GhostField]
public float TargetDistance;
// (....)
[GhostField]
public float PitchAngle;
[GhostField]
public float3 PlanarForward;
}