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@ -46,10 +46,10 @@ void Update()
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// if scene changed:
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// if scene changed:
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// add previous to dirty
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// add previous to dirty
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// add new to dirty
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// add new to dirty
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foreach (NetworkIdentity netIdentity in NetworkIdentity.spawned.Values)
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foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values)
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{
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{
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Scene currentScene = lastObjectScene[netIdentity];
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Scene currentScene = lastObjectScene[identity];
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Scene newScene = netIdentity.gameObject.scene;
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Scene newScene = identity.gameObject.scene;
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if (newScene == currentScene) continue;
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if (newScene == currentScene) continue;
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// Mark new/old scenes as dirty so they get rebuilt
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// Mark new/old scenes as dirty so they get rebuilt
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@ -60,17 +60,17 @@ void Update()
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// and the new scene need to rebuild their respective observers lists.
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// and the new scene need to rebuild their respective observers lists.
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// Remove this object from the hashset of the scene it just left
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// Remove this object from the hashset of the scene it just left
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sceneObjects[currentScene].Remove(netIdentity);
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sceneObjects[currentScene].Remove(identity);
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// Set this to the new scene this object just entered
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// Set this to the new scene this object just entered
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lastObjectScene[netIdentity] = newScene;
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lastObjectScene[identity] = newScene;
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// Make sure this new scene is in the dictionary
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// Make sure this new scene is in the dictionary
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if (!sceneObjects.ContainsKey(newScene))
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if (!sceneObjects.ContainsKey(newScene))
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sceneObjects.Add(newScene, new HashSet<NetworkIdentity>());
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sceneObjects.Add(newScene, new HashSet<NetworkIdentity>());
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// Add this object to the hashset of the new scene
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// Add this object to the hashset of the new scene
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sceneObjects[newScene].Add(netIdentity);
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sceneObjects[newScene].Add(identity);
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}
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}
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// rebuild all dirty scenes
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// rebuild all dirty scenes
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