Awesome!! We totally encourage community driven tutorials as well . We would be happy to embed any tutorials you may have onto the dev site. The ID's for the objects are automatically assigned when they are instantiated on the network. If an object is not created through the "Networking.Instantiate" or similar method it is not assigned an id as it is assumed to be a local object. If an object is a derived from the "SimpleNetworkedMonoBehavior" or any of its derivatives and it is saved in the scene, then it will have an ID assigned to it on Awake You can access the ID for a networked object via the "NetworkedId" getter. You can also get the owning player via the "OwnerId" getter. As seen in the sample move code you can also just do a simple "IsOwner" getter boolean check to determine if the current player is the owner of the particular object.