1 item (1 fix)
A joining client can build a code-generated world twice -- once on local StartupScene load, once on the networked scene handoff. A non-idempotent world author that clears its tracking lists but never destroys prior GameObjects stacks a whole second world. Make the author idempotent, and compute any sync hash from the build recipe, not a live scene scan.
Want to know when new guides or fixes drop? Join the community to help build this out. Report gotchas, flag outdated fixes, or just lurk.