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Making ULocalConnectionPerformance test clean up new objects (#1700)
stops testPlayerPrefab was causing problems with OnPostProcessScene in other runtime tests
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@ -16,6 +16,13 @@ public override void Awake()
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playerPrefab = new GameObject("testPlayerPrefab", typeof(NetworkIdentity));
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base.Awake();
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}
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public override void OnDestroy()
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{
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base.OnDestroy();
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// clean up new object created in awake
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Destroy(playerPrefab);
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}
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}
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[Category("Performance")]
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public class ULocalConnectionPerformance
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