I'm exploring ways to dynamically add prefabs to the networkPrefabList at runtime in Unity. Currently, I have come up with two methods. One is to have both all clients and the server download pre-registered data from the cloud storage when a client connect to the server, which data is small in size. Then, both the server and client dynamically generate network objects from this data using a method like addNetworkPrefabList(). The other way is using networkObjectReference on all client sides to rewrite all network objects. Since the data to be downloaded cannot be added to the prefab list in advance, I am seeking advice on alternative methods to dynamically modify the content of networkObject at runtime. If you have any other good ideas, I would appreciate your advice. Thank you.