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Fix #if
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@ -179,8 +179,8 @@ public static void OnPostProcessScene()
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identity.gameObject.SetActive(false);
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identity.gameObject.SetActive(false);
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// safety check for prefabs with more than one NetworkIdentity
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// safety check for prefabs with more than one NetworkIdentity
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#if UNITY_2018_3_OR_NEWER
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#if UNITY_2018_2_OR_NEWER
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GameObject prefabGO = PrefabUtility.GetCorrespondingObjectFromSource(identity.gameObject);
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GameObject prefabGO = PrefabUtility.GetCorrespondingObjectFromSource(identity.gameObject) as GameObject;
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#else
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#else
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GameObject prefabGO = PrefabUtility.GetPrefabParent(identity.gameObject) as GameObject;
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GameObject prefabGO = PrefabUtility.GetPrefabParent(identity.gameObject) as GameObject;
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#endif
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#endif
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