ok so far i have a script on the local player that adds the username to a synclist. i have created an object with a script to collect all the usernames on it called playerlist problem is a networkspawn cannot be called on a monobehaviour and i need that object to be spawned as soon as the server starts here is the script that starts both client and player now i would do a network spawn just below when the server starts problem is i cant do that because it is not a network behavior and cannot be one otherwise it just gets disabled on start how can i get the server to to spawn the object after it starts any ideas are highly appreciated thanks. Code (CSharp): using System.Collections; using System.Collections.Generic; using UnityEngine.Networking; using UnityEngine; using Unitycoding.LoginSystem; public class server : MonoBehaviour { public GameObject loginsystem; public string username; public GameObject playerlist; public SyncListString players = new SyncListString(); void login() { if (username == "Admin") { NetworkManager.singleton.networkPort = 7777; NetworkManager.singleton.networkAddress = "192.168.0,.139"; NetworkLobbyManager.singleton.StartServer(); } if (username != "Admin") { NetworkManager.singleton.networkPort = 7777; NetworkManager.singleton.networkAddress = "thereignofvilgramon.ddns.net"; NetworkLobbyManager.singleton.StartClient(); } } // Use this for initialization void Start () { loginsystem = GameObject.Find("LoginSystem"); username = loginsystem.GetComponent<LoginSystem>().user; login(); } // Update is called once per frame void Update () { } }