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    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.
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