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ClientSceneTests: reuse CreateNetworked
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@ -70,9 +70,8 @@ public override void TearDown()
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[Test]
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public void FindOrSpawnObject_FindExistingObject()
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{
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CreateNetworked(out GameObject go, out NetworkIdentity existing);
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const uint netId = 1000;
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GameObject go = new GameObject();
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NetworkIdentity existing = go.AddComponent<NetworkIdentity>();
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existing.netId = netId;
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spawned.Add(netId, existing);
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@ -84,10 +83,6 @@ public void FindOrSpawnObject_FindExistingObject()
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Assert.IsTrue(success);
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Assert.That(found, Is.EqualTo(existing));
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// cleanup
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GameObject.DestroyImmediate(found.gameObject);
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}
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[Test]
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@ -700,7 +695,6 @@ public void OnSpawn_SpawnsAndAppliesPayload()
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const int netId = 1;
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Debug.Assert(spawned.Count == 0, "There should be no spawned objects before test");
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Vector3 position = new Vector3(30, 20, 10);
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Quaternion rotation = Quaternion.Euler(0, 0, 90);
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SpawnMessage msg = new SpawnMessage
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