* breaking: NetworkIdentity.spawned split into NetworkServer.Spawned / NetworkClient.spawned.
WIP: 1 failing test
* clear spawned in NetworkClient.Shutdown
* MirrorTest doesn't need to clear spawned anymore. NetworkClient/NetworkServer.Shutdown already do.
* InterestManagement: use NetworkServer.spawned
* NetworkServer: use NetworkServer.spawned
* Match/SceneInterestManagement: use NetworkServer.spawned
* InterestManagementTests: use NetworkServer.spawned
* NetworkIdentity.OnStartServer: use NetworkServer.spawned
* NetworkClient: use NetworkClient.spawned everywhere; and modify OnHostClientSpawn
* NetworkIdentity.spawned: throw if server/client not active to make it more obvious why tests fail
* NetworkBehaviour GetSyncVar functions: use NetworkClient.spawned
* adjust test
* adjust test
* adjust test
* CreateNetworkedAndSpawn functions that return client object too
* adjust test
* adjust test
* adjust test
* adjust test
* adjust tests
* adjust test
* adjust test
* adjust test
* adjust test
* adjust test
* adjust test
* adjust test
* adjust test
* adjust test
* adjust test
* adjust test
* NetworkReader.ReadNetworkIdentity adjusted
* Defines for OnGUI KcpTransport.cs
Related to: https://github.com/vis2k/Mirror/pull/2874
"OnGUI allocates even if it does nothing. avoid in release."
* Defines for OnGUI SpatialHashing IM.cs
Related to: https://github.com/vis2k/Mirror/pull/2874
"OnGUI allocates even if it does nothing. avoid in release."
* Update SpatialHashingInterestManagement.cs
* Update KcpTransport.cs
Co-authored-by: vis2k <info@noobtuts.com>