Run in Host (Server + Client).
Shoot an asteroid.
in public void ReturnNetworkObject(NetworkObject networkObject, GameObject prefab) place the following code in the function with a breakpoint on the assert.
if (networkObject.name.Contains("Asteroid") && networkObject.GetComponent<Rigidbody2D>().isKinematic)
{
Assert.IsFalse(GetComponent<Rigidbody2D>().isKinematic);
}
observe that the gameobjects rigidbody2d is now kinematic for some reason. Seems to be a bug in the Unity.Netcode between Asteroid:Explode() and DummyPrefabInstanceHandler:Destroy.