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NetworkScenePostProcess: removed prefabWarnings HashSet because the extra code is not worth the rare case where we have more than one NetworkIdentity on a prefab. There is no harm in showing a warning for each one.
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@ -84,8 +84,6 @@ public static int CompareNetworkIdentitySiblingPaths(NetworkIdentity left, Netwo
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[PostProcessScene]
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public static void OnPostProcessScene()
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{
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var prefabWarnings = new HashSet<string>();
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// vis2k: MISMATCHING SCENEID BUG FIX
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// problem:
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// * FindObjectsOfType order is not guaranteed. restarting the
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@ -158,12 +156,8 @@ public static void OnPostProcessScene()
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GameObject prefabRootGO = PrefabUtility.FindPrefabRoot(prefabGO);
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if (prefabRootGO)
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{
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NetworkIdentity[] identities = prefabRootGO.GetComponentsInChildren<NetworkIdentity>();
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if (identities.Length > 1 && !prefabWarnings.Contains(prefabRootGO.name))
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if (prefabRootGO.GetComponentsInChildren<NetworkIdentity>().Length > 1)
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{
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// make sure we only print one error per prefab
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prefabWarnings.Add(prefabRootGO.name);
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Debug.LogWarningFormat("Prefab '{0}' has several NetworkIdentity components attached to itself or its children, this is not supported.", prefabRootGO.name);
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}
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}
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