Hi there, I have a game scene where the player prefab already exists in the scene hierarchy. This is necessary, as many other scripts depend on components attached to the player (e.g., player statistics UI), and so need to be referenced in the inspector. From what I’ve found, there are two approaches I could take when using the default behaviour of “Create Player Prefab” in the NetworkManager, which handles spawning of the player on connect. I could add a “PlayerSetup” script to the game scene, which uses NetworkSpawnManager.GetPlayerObject() to set everything up load, or use singletons everywhere. Both aren’t ideal, as in the first case, I would have to “expose” private serialized fields (through properties) and have an additional script set everything up, and in the second case, I would prefer not having to use singletons where it feels unnecessary. What I would like to do instead, is have a script on the player which instructs the server to spawn itself over the network (all player prefabs are the same). This works on the host (as it is also the server), however doesn’t work on clients. What is the common practice for this? Thanks for your time!