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com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs

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@@ -31,6 +31,9 @@ public class NetworkConfig
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[Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
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public GameObject PlayerPrefab;
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/// <summary>
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/// The collection of network prefabs available for spawning across the network
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/// </summary>
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[SerializeField]
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public NetworkPrefabs Prefabs = new NetworkPrefabs();
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com.unity.netcode.gameobjects/TestHelpers/Runtime/NetcodeIntegrationTestHelpers.cs

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@@ -425,6 +425,7 @@ private static void SceneManagerValidationAndTestRunnerInitialization(NetworkMan
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/// <param name="server">The Server NetworkManager</param>
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/// <param name="clients">The Clients NetworkManager</param>
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/// <param name="callback">called immediately after server is started and before client(s) are started</param>
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/// <returns>True if the network instances were started successfully, throws InvalidOperationException if already started</returns>
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public static bool Start(bool host, NetworkManager server, NetworkManager[] clients, BeforeClientStartCallback callback = null)
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{
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if (s_IsStarted)
@@ -616,7 +617,7 @@ public static IEnumerator WaitForClientConnected(NetworkManager client, ResultWr
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/// Similar to WaitForClientConnected, this waits for multiple clients to be connected.
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/// </summary>
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/// <param name="clients">Array of clients to wait for</param>
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/// <param name="result">The result. If null, it will automatically assert<</param>
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/// <param name="result">The result. If null, it will automatically assert</param>
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/// <param name="timeout">Maximum time in seconds to wait for the object to be found.</param>
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public static IEnumerator WaitForClientsConnected(NetworkManager[] clients, ResultWrapper<bool> result = null, float timeout = DefaultTimeout)
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{

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