Hi guys, Getting very confused about ReplacePlayerForConnection to turn a player into a server object. I want my player object to remain in the scene when it is replaced (Acts as a player corpse) with a new player object. The weird thing is that when I look at the network information about the corpse object it still says it has a playercontrollerid of 0 while nonplayer objects have a playercontrollerid of -1. Code (CSharp): NetworkServer.ReplacePlayerForConnection(replacePlayer.GetComponent<NetworkIdentity>().connectionToClient, o, 0); I have a feeling the old object still has some kind of relation to the client connection which is not what I want. Anyone has an idea? Cheers