Hello unet community I have a gameobject in my Online scene with a networkIdentity attach and LocalPlayerAuthority checked (image attached below). When I start a 1v1 battle and the scene is loaded, the game object is enabled for the local client but is disabled for the remote client. According to the docs: "When building the game all the scene objects with network identities are disabled. When the client connects to the server the server tells the client which scene objects should be enabled and what their most up to date state information is through spawn messages." Is there something fundamental about the network architecture here that I am not grasping? Is it possible the remote client is not "connecting" with the server yet the onlice scene is being loaded? I basically reuse the custom NetworkLobbyManager from the Network Meteoroid sample. Cheers! Arun EDIT: nevermind folks the behaviour is as expected, but can't delete this thread (yet) since there are no replies, just move along nothing to see here, these are not the droids etc.