I think the fix involves the logic for the networking, predictive positioning or something, this way, the other client still receives data or predicts your position and then the clients can sync up again... to be honest, if you are resizing mid game, you should expect issues... the same with any game, I play a lot of Speedrunners at the moment and when I resize or full-screen/window flip, the game locks like crazy...
But you might help yourself by explaining exactly what the issue creates, is it submitting network code or receiving code or both, again, this can be resolved with a predictive network code implementation
Some helpful search results:
One result was this:
Something from the other side of the fence:
https://forum.unity.com/threads/client-side-prediction-code-snippets.153827/
Search Query: 'predictive game network code'
https://www.bing.com/search?q=predictive+game+network+code&qs=n&form=QBRE&sp=-1&pq=predictive+game+network+code&sc=0-28&sk=&cvid=80017F32770C4ED08D2A8B33F88C3106
I hope that helps...