Quick answer: Unity Netcode for GameObjects NetworkObject spawned on server not appearing on clients? Prefab must be registered in the Network Prefabs list - missing registration silently fails.

Server calls NetworkManager.Spawn(prefab). Server side: visible. Client side: nothing happens.

Register the prefab

NetworkManager > Network Prefabs. Add the prefab. Without registration, clients can't deserialize the spawn message.

Verify the GlobalObjectIdHash

NetworkObject inspector shows a hash. Hash should match across server and client builds; differences = stale prefab references.

Check network logs

Enable NGO verbose logs. Could not find prefab messages on clients point at the registration gap.

“Network prefabs are typed by hash. Hash mismatch = silent failure.”

Build a CI check that compares server and client prefab hashes. Drift surfaces immediately; no more 'why won't this spawn' debugging sessions.

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