Network.Instantiate creates two prefabs?

Sorry for noob question but:

I’m calling Network.Instantiate just once, but it results in two (count 'em! 2!) prefabs entering my scene when I start as a server. One prefab has the default animation state, while the other is a completely different state (what I’m getting at is, they are not exact duplicates). (It’s the Character prefab from the ‘customizable characters’ article).

What am I doing wrong? I call Network.Instantiate from Awake()

Might be a silly question, but is this prefab in the scene when you start it?

edit: are there two instances of the object that calls the network instantiate?

Good question: no. No prefab itself, no double-caller. I put in Debug.Log’s to trace. If I don’t make the call (in my startup script that detects level loaded), no prefabs. If I make the one call, two prefabs. Put traces in the prefab’s code to to verify. Strange.

Aha! On second look, I DID have two of the ‘instantiate’ scripts on that prefab, just in different parts of the hierarchy, no doubt a drag-n-drop mishap. Sorry for false alarm.