#Unity multiplayer using mirror, how can i spawn player prefab, so every client can see that object

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rigid fulcrum
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Networked spawning generally happens through the networking framework. I believe you call something on the NetworkServer. I also think you need to have a player object for each connection for the networking system to replicate all networked objects for the client.

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You might need to use custom spawning logic in Mirror to deal with the PlayerInputManager wanting to spawn the PlayerInput object for you. I don't remember if you are able to register existing instances with PlayerInputManager.