+> Manually calling `DontDestroyOnLoad(gameObject)` is only supported for the scene-switching manager scenario described above (that is, a single in-scene placed NetworkObject used for state management that's migrated into the DDoL and stays there). Marking ordinary in-scene placed NetworkObjects as `DontDestroyOnLoad` isn't supported and can cause the object's `GlobalObjectIdHash` to no longer resolve after a scene change, resulting in errors such as "NetworkPrefab hash was not found!". To persist in-scene placed NetworkObjects across scene changes, prefer keeping them in an additively loaded scene that stays loaded for the duration of the session rather than using `DontDestroyOnLoad`.
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