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|**[Object spawning](basics/object-spawning.md)**| Spawning in Netcode for GameObjects means to instantiate and/or spawn the object that is synchronized between all clients by the server. |
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|**[Network prefab handler](advanced-topics/network-prefab-handler.md)**| The network prefab handler system provides advanced control over how network prefabs are instantiated and destroyed during runtime. |
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|**[Object pooling](advanced-topics/object-pooling.md)**| Netcode for GameObjects provides built-in support for Object Pooling, which allows you to override the default Netcode destroy and spawn handlers with your own logic. |
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|**[Object visibility](basics/object-visibility.md)**| Object (NetworkObject) visibility is a Netcode for GameObjects term used to describe whether a `NetworkObject` is visible to one or more clients as it pertains to a netcode/network perspective. |
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|**[Spawning synchronization](basics/spawning-synchronization.md)**| Ensuring that objects spawn in a synchronized manner across clients can be difficult, although the challenges differ depending on which [network topology](terms-concepts/network-topologies.md) you're using. |
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