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Commented out noisy Debug.Logs
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803e804d87
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@ -925,7 +925,7 @@ protected void FinishLoadScene()
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// NOTE: this cannot use NetworkClient.allClients[0] - that client may be for a completely different purpose.
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// process queued messages that we received while loading the scene
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Debug.Log("FinishLoadScene: resuming handlers after scene was loading.");
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//Debug.Log("FinishLoadScene: resuming handlers after scene was loading.");
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NetworkServer.isLoadingScene = false;
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NetworkClient.isLoadingScene = false;
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@ -955,7 +955,7 @@ void FinishLoadSceneHost()
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{
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// debug message is very important. if we ever break anything then
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// it's very obvious to notice.
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Debug.Log("Finished loading scene in host mode.");
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//Debug.Log("Finished loading scene in host mode.");
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if (clientReadyConnection != null)
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{
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@ -1006,7 +1006,7 @@ void FinishLoadSceneServerOnly()
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{
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// debug message is very important. if we ever break anything then
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// it's very obvious to notice.
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Debug.Log("Finished loading scene in server-only mode.");
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//Debug.Log("Finished loading scene in server-only mode.");
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NetworkServer.SpawnObjects();
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OnServerSceneChanged(networkSceneName);
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@ -1018,7 +1018,7 @@ void FinishLoadSceneClientOnly()
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{
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// debug message is very important. if we ever break anything then
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// it's very obvious to notice.
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Debug.Log("Finished loading scene in client-only mode.");
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//Debug.Log("Finished loading scene in client-only mode.");
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if (clientReadyConnection != null)
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{
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