Hi, I'm building an RPG, and I want to use the same prefab for NPC characters and player characters. My idea was to spawn all characters with server authority, and then give authority to a specific player, so that they "take control" over a character. I do this by first spawning an invisible Player object, which in turn tells the server to spawn the character prefab and then tries to give control over it to the player. However, this doesn't seem to work. When I try methods such as NetworkIdentity.AssignClientAuthority() or even NetworkServer.SpawnWithClientAuthority() on the character prefab that doesn't have local authority, I just get an error message: "AssignClientAuthority can only be used for NetworkIdentity component with LocalPlayerAuthority". I've tried to set NetworkIdentity.localPlayerAuthority = true at runtime after instantiating the prefab, but this doesn't seem to help. Because I attach the rigidbody to the character prefab, I have to have the NetworkTransform there, and so need to have the NetworkIdentity there as well. If I set localPlayerAuthority to true beforehand in the prefab itself, it works fine. But I assume that means I can't use the same prefab for spawning NPC:s with server authority. Any ideas how to solve this, without needing duplicate prefabs for player characters and NPC:s? I'm not sure how nesting NetworkIdentities work, if I could utilize that, or I'm thinking I could create a generic character object through code rather than using a prefab for the initial spawn. Edit: Another idea I just got is to create a super barebone "character" object, that basically just contains a rigidbody, NetworkTransform and NetworkIdentity. Or rather two such prefabs, one with local and one with server authority. Then after spawning that, I could make them spawn the character models and colliders dynamically on all clients. However, it would still be very useful to be able to switch between server authority and local authority dynamically, so that you could design in-game spells that let you take control over an NPC, without having to respawn the character object from scratch.