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. |
| Network prefab handler | The network prefab handler system provides advanced control over how network prefabs are instantiated and destroyed during runtime. |
| 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. |