In-Scene Objects
If a networked object already exists in the scene at the start of the game (i.e. not spawned at runtime), it's important to mark it as an “In-Scene Object”. Failing to do so can cause ObjectNet to mistakenly treat it as a runtime-spawned object, leading to duplicate instances on other clients and eventual desynchronization.

Do not enable In-Scene Object directly on the prefab itself. This option should only be enabled on the instance of the prefab placed in the scene.
While enabling it at the prefab level may appear to work, it can cause unexpected behaviors during runtime and network synchronization.
Each in-scene object must have a unique Network ID. ObjectNet relies on this ID to distinguish between networked objects. If two objects share the same ID, you may encounter unpredictable behavior and synchronization errors.
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