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#region Spawn/Destory | |
public void SpawnObjectForAllPeers(Vector3 position, Quaternion rotation) | |
{ | |
_spawnedObjectList.Add(_objectToNetworkSpawn.NetworkSpawn(position, rotation)); | |
} | |
public void DestroyNetworkedUnityObject(NetworkedUnityObject objectToDestroy) | |
{ | |
objectToDestroy.NetworkDestroy(); | |
} | |
#endregion |
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