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@ -1809,6 +1809,10 @@ internal static void NetworkLateUpdate()
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// snapshots might be sent way too often, etc.
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//
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// during tests, we always call Broadcast() though.
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//
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// also important for syncInterval=0 components like
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// NetworkTransform, so they can sync on same interval as time
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// snapshots _but_ not every single tick.
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if (!Application.isPlaying ||
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#if !UNITY_2020_3_OR_NEWER
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// Unity 2019 doesn't have Time.timeAsDouble yet
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