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clear sceneid if it was a duplicate
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@ -274,6 +274,9 @@ void AssignSceneID()
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bool duplicate = sceneIds.TryGetValue(m_SceneId, out existing) && existing != null && existing != this;
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bool duplicate = sceneIds.TryGetValue(m_SceneId, out existing) && existing != null && existing != this;
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if (m_SceneId == 0 || duplicate)
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if (m_SceneId == 0 || duplicate)
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{
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{
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// clear in any case, because it might have been a duplicate
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m_SceneId = 0;
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// if a scene was never opened and we are building it, then a
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// if a scene was never opened and we are building it, then a
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// sceneId would be assigned to build but not saved in editor,
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// sceneId would be assigned to build but not saved in editor,
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// resulting in them getting out of sync.
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// resulting in them getting out of sync.
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