Unity Multiplayer, where you need a game object to check for player authority. If you happen to pass in a reference to a prefab, everything breaks down. It’s even more obvious if your partner has no idea you are mixing prefabs and game objects up together in the Inspector. Some errors are more obvious to fix than others, and I have tried my best to avoid the obvious ones.
Every object in the scene all have “(Clone)” at the end. I am making a simple RTS, so all units are spawned in with “(Clone)” the moment the players are connected.
Which is exactly what you asked for I think you might need to clarify. It sounds like whatever you’re doing, you’re just doing it “wrong”. Are you talking about being able to check individuality of GameObjects? i.e. via a GUID or whatnot?