### Description I additively load a scene (and I am using Netcode's scene management). In that scene file there is a GameObject at the root with a NetworkObject and this script: ```c# using UnityEngine; using Unity.Netcode; using UnityEngine.SceneManagement; public class WarnTest : NetworkBehaviour { public NetworkObject spawnPrefab; protected override void OnNetworkPostSpawn() { if (NetworkManager.IsServer) { NetworkObject childNetObj = GameObject.Instantiate(spawnPrefab, transform.position, transform.rotation); SceneManager.MoveGameObjectToScene(childNetObj.gameObject, gameObject.scene); childNetObj.Spawn(destroyWithScene: true); childNetObj.TrySetParent(transform); } } } ``` The prefab I spawn is the simplest case... just a prefab with a NetworkObject. This prefab is in a manually created network prefab list that I have set in my NetworkManager. **This results in two warnings:** `[Netcode] Trying to spawn a NetworkObject with a NetworkObjectId of 109 but an object with that id is already in the spawned list. This should not happen!` `[Netcode] [null][Deserialize][NetworkBehaviourSynchronization][Size mismatch] Expected: 122 Currently At: 121!` _(Please note that the second warning will cause a NullException without a patch fix applied for https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/4071)_ **Am I forgetting some rule about parenting or about spawning? What is the issue here? I'm not seeing my mistake in the docs.** ### Environment - OS: Windows - Unity Version: 6000.3.16f1 - Netcode Version: 2.12.0 (although certainly not a new problem to this version) - Netcode Topology: Client-Server