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Removing workaround
With latest develop fixes (see PR Unity-Technologies/com.unity.netcode.gameobjects#2275 ) this workaround shouldn't be needed anymore
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Assets/Tests/Runtime/NetworkedMessageChannelTests.cs

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@@ -149,7 +149,6 @@ public IEnumerator NetworkedMessagesAreStillReceivedAfterNetworkManagerShutsDown
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m_NbMessagesReceived = 0;
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m_PlayerPrefab.SetActive(false); // to prevent NM from destroying the prefab on shutdown. This flow isn't great and is hackish, should be reworked
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// Shutdown the server and clients
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m_ServerNetworkManager.Shutdown();
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m_ClientNetworkManagers[0].Shutdown();
@@ -159,8 +158,6 @@ public IEnumerator NetworkedMessagesAreStillReceivedAfterNetworkManagerShutsDown
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yield return new WaitWhile(() => m_ClientNetworkManagers[0].ShutdownInProgress);
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yield return new WaitWhile(() => m_ClientNetworkManagers[1].ShutdownInProgress);
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m_PlayerPrefab.SetActive(true); // reactivating after destroy prevention
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// Restart the server and clients
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m_ServerNetworkManager.StartHost();
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NetcodeIntegrationTestHelpers.StartOneClient(m_ClientNetworkManagers[0]);

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