# Child Objects

Network Prefabs can often include multiple nested objects under a root GameObject.

When a prefab is running in **Passive mode**, ObjectNet allows you to **disable specific child objects**. This is useful when certain parts of the object are only relevant to the owning client.

To configure this, click the **script icon** as shown bellow to display a list of all child objects. You can then toggle which ones should be active or inactive when the prefab is passive.

<figure><img src="https://3009462755-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FNG75ky1pR1kRokWLRnzy%2Fuploads%2FBf2mNLtCelV5jQzOjpg4%2FScreenshot%202025-04-19%20222812.png?alt=media&#x26;token=aecf597a-00c0-4d4f-96aa-1d54cea32d82" alt=""><figcaption></figcaption></figure>

By flagging the check box you can enable objects on passive instances.

In case any child needs to be executed before being disabled ( if some data was collected in OnAwake on OnStart methods attached to this object ) you shall keep the checkbox unchecked and use the slider to tell to ObjectNet to disable only after a certain amount of time.

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Click the icon on the left to expand and view all child objects.\
You can also use the **Smart Filter** search bar to quickly locate specific objects within the hierarchy.

<figure><img src="https://3009462755-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FNG75ky1pR1kRokWLRnzy%2Fuploads%2FZ2OBPQNZ60pY6T2jIk4Z%2FScreenshot%202025-04-19%20222715.png?alt=media&#x26;token=c0f3b23c-866b-4e3f-a811-8f52c4b7f2ac" alt=""><figcaption></figcaption></figure>

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Click the icons bellow to sync position, rotation or scale on any child object.

<figure><img src="https://3009462755-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FNG75ky1pR1kRokWLRnzy%2Fuploads%2FnZkSDfzO6rVSGcsI59lT%2FScreenshot%202025-07-27%20110840.png?alt=media&#x26;token=045758b4-2342-48bc-89fc-2976c5c7434d" alt=""><figcaption></figcaption></figure>
