diff --git a/docs/basics/networkobject.md b/docs/basics/networkobject.md index 5d0b62e4a..fff52b2d2 100644 --- a/docs/basics/networkobject.md +++ b/docs/basics/networkobject.md @@ -102,7 +102,7 @@ NetworkManager.Singleton.ConnectedClients[clientId].PlayerObject; To find your own player object just pass `NetworkManager.Singleton.LocalClientId` as the clientId in the sample above. ### Network Prefabs -Network prefabs (NetworkPrefabs) are prefabs that contain a GameObject with a `NetworkObject` component. As an example, if you wanted to create a prefab to be the default player prefab, then you would create a prefab that at the root GameObject included a `NetworkObject` component and any additional player specific `NetworkBehabiour` components. You can then assign that prefab to the `NetworkManager` Player Prefab property to be used when a player is connected and approved. Each connected player will have a unique instance spawned on all connected clients (including the server). +Network prefabs (NetworkPrefabs) are prefabs that contain a GameObject with a `NetworkObject` component. As an example, if you wanted to create a prefab to be the default player prefab, then you would create a prefab that at the root GameObject included a `NetworkObject` component and any additional player specific `NetworkBehaviour` components. You can then assign that prefab to the `NetworkManager` Player Prefab property to be used when a player is connected and approved. Each connected player will have a unique instance spawned on all connected clients (including the server). :::note You can only have one `NetworkObject` at the root of a prefab. This means do not create prefabs with nested `NetworkObjects`!