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NetworkClient.InternalAddPlayer: improve error message
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@ -991,7 +991,7 @@ internal static void InternalAddPlayer(NetworkIdentity identity)
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{
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connection.identity = identity;
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}
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else Debug.LogWarning("No ready connection found for setting player controller during InternalAddPlayer");
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else Debug.LogWarning("NetworkClient can't AddPlayer before being ready. Please call NetworkClient.Ready() first. Clients are considered ready after joining the game world.");
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}
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/// <summary>Sends AddPlayer message to the server, indicating that we want to join the world.</summary>
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@ -566,7 +566,7 @@ public void ApplyPayload_LocalPlayerWarningWhenNoReadyConnection()
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};
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LogAssert.Expect(LogType.Warning, "No ready connection found for setting player controller during InternalAddPlayer");
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LogAssert.Expect(LogType.Warning, "NetworkClient can't AddPlayer before being ready. Please call NetworkClient.Ready() first. Clients are considered ready after joining the game world.");
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NetworkClient.ApplySpawnPayload(identity, msg);
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Assert.That(NetworkClient.localPlayer, Is.EqualTo(identity));
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