@@ -66,7 +66,7 @@ public IEnumerator SpawnChangeOwnership()
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{
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client . NetworkConfig . Prefabs . Add ( validNetworkPrefab ) ;
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}
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-
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+ m_Prefab . gameObject . SetActive ( false ) ;
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// Start the instances
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if ( ! NetcodeIntegrationTestHelpers . Start ( true , server , clients ) )
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{
@@ -80,6 +80,7 @@ public IEnumerator SpawnChangeOwnership()
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// [Host-Side] Check to make sure all clients are connected
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yield return NetcodeIntegrationTestHelpers . WaitForClientsConnectedToServer ( server , clients . Length + 1 , null , 512 ) ;
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+ m_Prefab . gameObject . SetActive ( true ) ;
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var serverObject = Object . Instantiate ( m_Prefab , Vector3 . zero , Quaternion . identity ) ;
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NetworkObject serverNetworkObject = serverObject . GetComponent < NetworkObject > ( ) ;
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serverNetworkObject . NetworkManagerOwner = server ;
@@ -125,7 +126,7 @@ public IEnumerator SpawnRpcDespawn()
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{
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client . NetworkConfig . Prefabs . Add ( validNetworkPrefab ) ;
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}
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-
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+ m_Prefab . gameObject . SetActive ( false ) ;
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// Start the instances
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if ( ! NetcodeIntegrationTestHelpers . Start ( true , m_ServerNetworkManager , m_ClientNetworkManagers ) )
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{
@@ -138,7 +139,7 @@ public IEnumerator SpawnRpcDespawn()
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// [Host-Side] Check to make sure all clients are connected
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yield return NetcodeIntegrationTestHelpers . WaitForClientsConnectedToServer ( m_ServerNetworkManager , m_ClientNetworkManagers . Length + 1 , null , 512 ) ;
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+ m_Prefab . gameObject . SetActive ( true ) ;
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var serverObject = Object . Instantiate ( m_Prefab , Vector3 . zero , Quaternion . identity ) ;
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NetworkObject serverNetworkObject = serverObject . GetComponent < NetworkObject > ( ) ;
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serverNetworkObject . NetworkManagerOwner = m_ServerNetworkManager ;
@@ -229,7 +230,7 @@ public IEnumerator RpcOnNetworkSpawn()
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}
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var waitForTickInterval = new WaitForSeconds ( 1.0f / server . NetworkConfig . TickRate ) ;
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+ m_Prefab . gameObject . SetActive ( false ) ;
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// Start the instances
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if ( ! NetcodeIntegrationTestHelpers . Start ( false , server , clients ) )
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{
@@ -242,7 +243,7 @@ public IEnumerator RpcOnNetworkSpawn()
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// [Host-Side] Check to make sure all clients are connected
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yield return NetcodeIntegrationTestHelpers . WaitForClientsConnectedToServer ( server , clients . Length , null , 512 ) ;
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-
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+ m_Prefab . gameObject . SetActive ( true ) ;
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var serverObject = Object . Instantiate ( m_Prefab , Vector3 . zero , Quaternion . identity ) ;
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NetworkObject serverNetworkObject = serverObject . GetComponent < NetworkObject > ( ) ;
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serverNetworkObject . NetworkManagerOwner = server ;
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