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com.unity.netcode.gameobjects/Documentation~/spawn-despawn.md

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@@ -5,6 +5,7 @@ Spawn and despawn objects in your project.
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| **Topic** | **Description** |
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| :------------------------------ | :------------------------------- |
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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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