Hello, I'm testing the UNET system trying to switch my game from the old one to the new one, but I'm having some troubles. I already setup the server and the client with the network manager. I've spawned the player prefab (this object will control other players prefabs) There's a point which I need to spawn an object from the player prefab (this object has a NetworkIdentity and the player will control that object). If I spawn the object from the Client using Code (CSharp): GameObject go= (GameObject)Instantiate(prefab, transform.position, transform.rotation); NetworkServer.Spawn (go); The object is only spawned on the client. If I use a [Command] function to send it to the server, then it works ok and it's spawned everywhere. The problem is if the object is created on the server the client does not have the authority so I cannot call Command functions. Another problem is the instantiated gameobject is not destroyed when the player disconnects. What would be a good solution for that? Thank you!