Hi everybody, I am writing to you today because I am facing a problem. I created a racing game where users can pick up weapons with ItemBox. The box is an object, with a collider (trigger). When the user (client or host) encounters the box, this triggers a [command] in the player script (the player is instantiated by the network manager and each weapon is referenced in the network manager as spawnable), the command generates a Random number between which allows the user to retrieve a weapon in a  gameobject list. When the player presses the fire button, a [command] is launched and the object is instantiated via NetworkServer.SpawnWithClientAuthority The problem is that the object passed in reference by the player, is not necessarily the one instantiated by the server. I have an image that allows me to know which object I will use, which is displayed only for the player, and this image is not always the right one, by that I mean the one that is attached to the weapon's gameobject . Everything works correctly on the host, however. Would anyone have an idea? Or would someone have an example of itembox for a multiplayer game?