Why does NetCode make my Rigidbody body mode into kinematic mode?

Hello, I am just looking for some help with a issue I am facing.

On my game object it has the “Network Object”, “Network Transform” and “Network Rigidbody2D” components as well as a Rigidbody2D component.
When this object is instantiated the body type changes (from Dynamic in the prefab) to kinematic in the scene. I need it to bounce of walls that have a static body type and Kinematic does not allow for this. How can I either make the object spawn in Dynamic body type or work with the kinematic body type?

Thanks for any help!

P.S. I fixed this with one object by adding a rb.bodyType = RigidbodyType2D.Dynamic; in the void Start() but surely there must be a better way to do things.

The server/host is responsible for simulating the physics behaviour. Kinematic should only be set on clients, since they get their position from the server.

Do note that networked physics is incredibly challenging. Be sure to read the corresponding part of the manual.