diff --git a/Basic/DynamicAddressablesNetworkPrefabs/README.md b/Basic/DynamicAddressablesNetworkPrefabs/README.md
index 36fb5335b..30cd1a6c6 100644
--- a/Basic/DynamicAddressablesNetworkPrefabs/README.md
+++ b/Basic/DynamicAddressablesNetworkPrefabs/README.md
@@ -28,6 +28,8 @@ Check out our [Bitesize Samples documentation](https://docs-multiplayer.unity3d.
## Exploring the Sample
Each scene in the project showcases a different, isolated feature of the API, allowing for easy extraction into other projects. We suggest exploring them in order to get a good understanding of the flow of dynamically loading and spawning network prefabs. The use-cases available in this sample are based around the current known limitations.
+
+**Important:** This sample assumes that Addressables will never fail to load, therefore the server does not account for the case in which a client fails to load an Addressable. In a realistic implementation, you would want to either have the offending client try to load the Addressable again, or disconnect it from the session.
### Each Scene:
@@ -113,8 +115,9 @@ This section describes some next steps a game developer could do to extend the s
- Compress Addressable GUID list before it is sent, thus reducing the amount of data being exchanged.
-- Rather than exchanging Addressable GUIDS, the peers exchange a `short` index that would refer to Addressables
-stored (in some sort of list) in a ScriptableObject, thus drastically reducing the amount of data being exchanged.
+- Rather than exchanging Addressable GUIDS (underlying type `FixedString128Bytes`), the server and clients could instead exchange just a `short` index that would refer to an Addressable stored in some sort of list (potentially in a `ScriptableObject`). This would drastically reduce the amount of data being exchanged over the network.
+
+- This sample does not cover the use-case of using Addressables to load in custom User Generated Content (UGC) and replicating that to other clients.
---
@@ -122,6 +125,7 @@ stored (in some sort of list) in a ScriptableObject, thus drastically reducing t
Check out our main [Bitesize Samples GitHub Readme](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize#readme) for more documentation, resources, releases, contribution guidelines, and our feedback form.
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+
[](https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-introduction)