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d1aa191550
* repro
* NetworkServer.Destroy(): refactor to split scene vs. prefab cases more obviously
* fix: #3832 NetworkServer.Destroy now doesn't call ResetState for prefabs, fixes isServer flag always being false in OnDestroy
* fix the runtime test
* Revert "repro"
This reverts commit
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Mirage.Profiler | ||
Mirror | ||
ParrelSync | ||
ScriptTemplates | ||
Mirage.Profiler.meta | ||
Mirror.meta | ||
ParrelSync.meta | ||
ScriptTemplates.meta |