> For the complete documentation index, see [llms.txt](https://fish-networking.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://fish-networking.gitbook.io/docs/guides/features/networked-gameobjects-and-scripts/networkobjects.md).

# NetworkObjects

## NetworkObject

Any GameObject with a [**NetworkObject**](/docs/fishnet-building-blocks/components/network-object.md) component on it will be considered a "NetworkObject" in these guides going forward.\
\
Review the [**NetworkObject**](/docs/fishnet-building-blocks/components/network-object.md) component Page for details on the various settings for a **NetworkObject.**

When you are to add a [**NetworkBehaviour**](/docs/fishnet-building-blocks/components/network-behaviour-components.md) component to your prefabs or scene objects the NetworkBehaviour will search for a NetworkObject component on the same object, or within parent objects. If a NetworkObject is not found then one will be added automatically to the top-most object.

## Spawned NetworkObject

NetworkObjects that are Instantiated and Spawned using ther ServerManager.Spawn() method will be considered a "Spawned NetworkObject".\
\
"IsSpawned" Property will be marked True internally on the NetworkObject Component.

## Scene NetworkObject

Any **NetworkObject** that exists as part of the Scene aka - never instantiated/spawned into the scene, will be considered a "**Scene NetworkObject**" in these guides going forward.\
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"IsSceneObject" property will be marked true on the attached [**NetworkObject**](/docs/guides/features/networked-gameobjects-and-scripts/networkobjects.md) component internally.

## Global NetworkObject

Any **NetworkObject** with their bool "IsGlobal" marked "true" either in the inspector or with code will be considered a "**GlobalNetworkObject**" in the guides going forward.

**GlobalNetworkObjects** will automatically be put into the ("DontDestroyOnLoad") scene when instantiated on the server, and when spawned on the clients.

{% hint style="info" %}
Scene objects cannot be marked as global. All global objects must be instantiated and spawned.
{% endhint %}

## Nested NetworkObject

Any [**NetworkObject**](/docs/guides/features/networked-gameobjects-and-scripts/networkobjects.md) that are a child of another **NetworkObject** will considered a "**Nested NetworkObject**" in these guides going forward.\
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"IsNested" property will be marked true on the attached **NetworkObject** component internally.
