Network Auto Spawn
Network Auto Spawn spawns an object on the network when the server instantiates it, so scripts that use a plain Instantiate (barrels, drops, impact effects) work in multiplayer without changes. Place it on the root of a network prefab, next to its NetworkObject.
✅ Ideal For
- Physical and homing projectiles, such as grenades and rockets
- Explosions and other impact effects
- Power-ups and other drops
📐 Inspector Overview
| Field | Description |
|---|---|
| Server Only | Components that only run on the server, such as the ammo script that moves and damages, or a pickup. Clients remove them |
⚙️ How It Works
flowchart LR
I["Instantiate on the server"] --> S["Spawn on the network"]
S --> C["Clients get a copy"]
C --> R["Server Only components removed"]
L["Instantiate on a client"] --> X["Destroyed"]
- On the server, the object spawns on the network in its
Start. - On clients, the Server Only components are removed before they run, and a
Rigidbodybecomes kinematic. Add aNetworkTransformso the clients follow the server’s movement. - A copy a client creates itself (for example a client weapon copy firing a rocket) is destroyed, so only the server’s object exists.
- The prefab must be in the
NetworkManager’s network prefab list.
Tip
Make the network version as a prefab variant of your normal ammo or effect, and point your weapon or impact event at the variant. Your single-player prefabs stay untouched.