Hi! I'm trying to keep an array of NetworkBehaviourReferences to pass to the client for a rendering task. My code does this: Code (CSharp): HexCell cell = Instantiate(_cellPrefab); cell.GetComponent<NetworkObject>().Spawn(); NetworkBehaviourReference cellRef = new NetworkBehaviourReference(cell); // all network behaviour ref is 0? _cells[i] = cellRef; _cellPrefab has a class HexCell which inherits from NetworkBehaviour, as well as a NetworkObject component. When I look at the spawned HexCell in scene, it has a non-zero id as a network id. However, when I debug and inspect my cellRef, it has a network id of 0. Is there something I'm missing? There seems to be a lack of documentation on this online.