Hey everyone, I am working on a multiplayer project using Mirror in the background. It is a VR game, so the server initially takes care of all items lying around in the scene. If a client wishes to pick up an item, the object's authority will be transferred to the client. My problem is now: If the client disconnects from the server while having authority over an item, the object gets deleted with him. I need a routine that resets the authority back to the server instead of deleting the item. My initial idea is to override NetworkManager.OnServerDisconnect(). And at anytime a client disconnects, I ran a loop over all objects to look for the missing ones and respawn them. But keeping track of all objects and their transforms to respawn them in place is a lot of overhead compared to just resetting the authority. Especially, as most objects are not a prefab and therefore not registered with the NetworkManager, as they are gameplay-wise not intended to be respawned. (As far as I understood it, for NetworkServer.Spawn to work, the object needs to be registered first) Does anyone of you have a smarter solution to it?