The project is intended to have one shared object "user interface" that dynamically creates buttons, but the client should be able to click on a button or the server should be able to click on the button, and both should see the user interface respond. In the Unity Editor, the UserInterface object is disabled. I created a NetworkDiscovery and NetworkManager that only spawn the prefab UserInterface to one connection, and auto-connects clients successfully. I only spawn one UserInterface, as if it were an "enemy", since otherwise there ends up being two UserInterfaces visible once the client connects. So this works, such that there is only one UserInterface visible to both screens. But, the prefab itself is a generator of the UserInterface dynamic elements, and so anything that the UserInterface creates or changes on each screen appears to be its own instance. They are not synchronized. Ideas I've tried, unsuccessfully: 1. There is one method, where every user interaction occurs, so I've tried using a [Command] Attribute to trigger all clients to sync their "buttons" by name. 2. Treating the UserInterface as a Player (this causes two UserInterface on screen). 3. Checking LocalAuthority on all NetworkIdentity objects. 4. Prefab and registering all NetworkIdentity objects. 5. NetworkServer.Spawn, whenever I create a dynamic instantiation. 6. ... anyway, the idea is that I've tried a lot of things, and am running out of ideas. I don't know which direction was the correct direction, and would like to discuss the best path forward. Did I head down a correct path and gave up too soon?