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fix: use specified transport channel instead of hardcoded reliablerpc channel (#638)
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com.unity.multiplayer.mlapi/Runtime/Core/NetworkBehaviour.cs

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@@ -161,7 +161,7 @@ public NetworkSerializer __beginSendClientRpc(ClientRpcParams clientRpcParams, R
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rpcQueueContainer.SetLoopBackFrameItem(clientRpcParams.Send.UpdateStage);
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//Switch to the outbound queue
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writer = rpcQueueContainer.BeginAddQueueItemToFrame(RpcQueueContainer.QueueItemType.ClientRpc, Time.realtimeSinceStartup, NetworkChannel.ReliableRpc, NetworkObjectId,
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writer = rpcQueueContainer.BeginAddQueueItemToFrame(RpcQueueContainer.QueueItemType.ClientRpc, Time.realtimeSinceStartup, transportChannel, NetworkObjectId,
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ClientIds, RpcQueueHistoryFrame.QueueFrameType.Outbound, NetworkUpdateStage.PostLateUpdate);
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if (!isUsingBatching)

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