Alright, here's my problem: My players' prefabs are composed of multiple objects, and some of them have one or more network views on them. The hierarchy and amount of those will VERY likely change during development. Now the problem is instantiating all this. I take it, if I use Network.Instantiate, it will take care of all the viewIDs in the hierarchy. But it will also fill up the RPC buffer with it. As I use a full authority server approach, the server is the only one who may create new objects - so I can not use DestroyPlayerObjects (playerID : NetworkPlayer) or RemoveRPCs (playerID : NetworkPlayer, group : int). So once a player object is destroyed, how would I take care of the buffer? Or otherwise, how would I instantiate this madness "dynamically" (irrelevant of the exact structure of the prefab)? Any ideas?