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doc: Updated Deprecations
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@ -122,9 +122,9 @@ The currently defined channels are:
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- `OnSetLocalVisibility(bool visible)`
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Override `OnSetHostVisibility(bool visible)` instead.
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- In Mirror 12, `OnRebuildObservers`, `OnCheckObserver`, and `OnSetHostVisibility` were moved to a separate class called `NetworkVisibility`
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- `OnRebuildObservers`, `OnCheckObserver`, and `OnSetHostVisibility` were moved to a separate class called `NetworkVisibility`
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- In Mirror 12, `NetworkBehaviour.OnNetworkDestroy` was renamed to `NetworkBehaviour.OnStopClient`.
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- `NetworkBehaviour.OnNetworkDestroy` was renamed to `NetworkBehaviour.OnStopClient`.
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### NetworkConnection
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@ -182,13 +182,13 @@ The currently defined channels are:
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Use `SendToReady<T>(NetworkIdentity identity, T msg, int channelId = Channels.DefaultReliable)` instead.
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- `SpawnWithClientAuthority(GameObject obj, GameObject player)`
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Use `Spawn(GameObject, GameObject)` instead.
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Use `Spawn(GameObject obj, GameObject player)` instead.
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- `SpawnWithClientAuthority(GameObject obj, NetworkConnection ownerConnection)`
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Use `Spawn(obj, connection)` instead.
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Use `Spawn(GameObject obj, NetworkConnection ownerConnection)` instead.
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- `SpawnWithClientAuthority(GameObject obj, Guid assetId, NetworkConnection ownerConnection)`
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Use `Spawn(obj, assetId, connection)` instead
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Use `Spawn(GameObject obj, Guid assetId, NetworkConnection ownerConnection)` instead
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### NetworkClient
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