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Update documentation for the two types of NetworkObjects
Clarified the categories of NetworkObjects and their requirements. Added details for dynamically instantiated and in-scene placed NetworkObjects.
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com.unity.netcode.gameobjects/Documentation~/components/core/networkobject.md

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@@ -21,16 +21,25 @@ You can use [NetworkBehaviours](networkbehaviour.md) to add your own custom Netc
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### What is a valid NetworkObject?
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There are basically two categories of NetworkObjects:
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- Dynamically instantiated network prefabs.
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- Requirements:
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- It must be a valid [network prefab](./networkobject.md#network-prefabs) created within the editor.
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- It must be registered within a network prefab list that is assigned to your NetworkManager.
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- [In-scene placed](../../basics/scenemanagement/inscene-placed-networkobjects.md):
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- Requirements:
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- It can be a valid network prefab instance within a scene.
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- It can be a GameObject with a `NetworkObject` component created within the scene while in the editor.
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There are two categories of NetworkObjects:
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* Dynamically intantiated
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* [In-scene placed](../../basics/scenemanagement/inscene-placed-networkobjects.md)
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The following provides the validity requirements for both types.
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#### Dynamically instantiated network prefabs.
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Requirements
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* It must be a valid [network prefab](./networkobject.md#network-prefabs) created within the editor.
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* It must be registered within a network prefab list that is assigned to your NetworkManager.
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#### In-scene placed
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Requirements
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* It can be a valid network prefab instance within a scene.
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* It can be a GameObject with a `NetworkObject` component created within the scene while in the editor.
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### What is an invalid NetworkObject?
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