Spawning and despawning
Spawn and despawn objects in your project.
| Topic | Description | 
|---|---|
| Object spawning | Spawning in Netcode for GameObjects means to instantiate and/or spawn the object that is synchronized between all clients by the server. | 
| Object pooling | Netcode for GameObjects provides built-in support for Object Pooling, which allows you to override the default Netcode destroy and spawn handlers with your own logic. | 
| Object visibility | Object (NetworkObject) visibility is a Netcode for GameObjects term used to describe whether a NetworkObject is visible to one or more clients as it pertains to a netcode/network perspective. | 
| Spawning synchronization | Ensuring that objects spawn in a synchronized manner across clients can be difficult, although the challenges differ depending on which network topology you're using. |