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MultiSceneNetManager - fixed comment
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@ -73,7 +73,7 @@ IEnumerator OnServerAddPlayerDelayed(NetworkConnectionToClient conn)
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playerScore.matchIndex = clientIndex % subScenes.Count;
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playerScore.matchIndex = clientIndex % subScenes.Count;
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// Do this only on server, not on clients
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// Do this only on server, not on clients
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// This is what allows the NetworkSceneChecker on player and scene objects
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// This is what allows Scene Interest Management
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// to isolate matches per scene instance on server.
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// to isolate matches per scene instance on server.
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if (subScenes.Count > 0)
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if (subScenes.Count > 0)
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SceneManager.MoveGameObjectToScene(conn.identity.gameObject, subScenes[clientIndex % subScenes.Count]);
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SceneManager.MoveGameObjectToScene(conn.identity.gameObject, subScenes[clientIndex % subScenes.Count]);
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