--- name: pickable-vestigial-networkobject description: Existing Pickable prefabs carry an unused FishNet NetworkObject; the canonical generated prefab omits it. metadata: type: project --- The hand-authored Pickable prefabs (e.g. `Prefabs/Food/Pickable/Raw Steak.prefab`, `Prefabs/Pickable/Tools/axe01.prefab`) still carry a FishNet `NetworkObject` component, left over from a pre-refactor design. **Why it's dead:** `Pickable` now derives from `WorldObject` (not `NetworkBehaviour`), and `PickableRegistry.SpawnDropVisual` creates drops with a plain `Instantiate(item.WorldPrefab,…)` — a local visual, never a network spawn. The registry syncs only ids/drop records. So the `NetworkObject` on those prefabs does nothing. This matches CLAUDE.md §3 ("World objects (pickables, harvestables) are not NetworkObjects"). **How to apply:** When generating or authoring world pickup prefabs, do NOT add a `NetworkObject`. Required pieces are: the Pickable layer (11), a non-trigger collider on the SAME GameObject as the `Pickable` (the interactor reads `IInteractable` via `hit.collider.TryGetComponent`), the `Pickable` script wired to its `ItemData`, and id = -1 (scene instances get a baked id via Tools ▸ Ashwild ▸ Assign World Object IDs). The Ashwild Database tool ([[ashwild-database-tool]]) generates them this clean way. The vestigial NetworkObjects on old prefabs could be stripped in a cleanup pass.