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NetworkLog.LogError(newContext(LogLevel.Developer,"Player prefab is marked as belonging to a scene. This may cause issues.").AddNetworkObject(networkObject).AddInfo("SceneName",networkObject.SceneOrigin.name));
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networkObject.InScenePlaced=false;
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}
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// This logic is no longer true with the adjustments to spawn pre-disabled in-scene placed NetworkObjects.
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// Leaving this for reference purposes.
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//NetworkLog.InternalAssert(sceneObject == networkObject.InScenePlaced, "Legacy sceneObject value should match calculated InScenePlaced value.");
NetworkManager.Log.Error(newContext(LogLevel.Error,$"Detected a pre-instantiated {nameof(GameObject)} "+
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$"with a {nameof(NetworkObject)} component instance that is not a registered prefab nor an in-scene placed {nameof(NetworkObject)}."+
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$" Dynamically creating unregistered {nameof(NetworkObject)}s is not supported! This {nameof(NetworkObject)} will not be spawned.").AddNetworkObject(networkObject));
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}
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NetworkManager.Log.Error(newContext(LogLevel.Error,$"Detected a pre-instantiated {nameof(GameObject)} "+
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$"with a {nameof(NetworkObject)} component instance that is not a registered prefab nor an in-scene placed {nameof(NetworkObject)}."+
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$" Dynamically creating unregistered {nameof(NetworkObject)}s is not supported! This {nameof(NetworkObject)} will not be spawned.").AddNetworkObject(networkObject));
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