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fix: pvp-151-1
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com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs

Lines changed: 4 additions & 2 deletions
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@@ -118,10 +118,10 @@ public static void DeregisterNetworkObject(NetworkObject networkObject)
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}
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/// <summary>
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/// Overloaded version of <see cref="DeregisterNetworkObject"/>. <br />
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/// Overloaded version of <see cref="DeregisterNetworkObject"/>.<br />
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/// Used by <see cref="ObjectNameIdentifier"/> to de-register a spawned <see cref="NetworkObject"/> instance.
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/// </summary>
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/// <param name="localClientId">The client instance identifier of the spawned <see cref="NetworkObject"/> instance.
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/// <param name="localClientId">The client instance identifier of the spawned <see cref="NetworkObject"/> instance.</param>
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/// <param name="networkObjectId">The <see cref="NetworkObject.NetworkObjectId"/> of the spawned instance.</param>
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public static void DeregisterNetworkObject(ulong localClientId, ulong networkObjectId)
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{
@@ -1826,6 +1826,8 @@ public static IEnumerator WaitForConditionOrTimeOut(IConditionalPredicate condit
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/// more flexibility for checking complex conditional cases. Uses time travel to simulate this
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/// for the given number of frames, simulating delta times at the application frame rate.
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/// </summary>
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/// <param name="conditionalPredicate">An <see cref="IConditionalPredicate"/> implementation used to determine if the condition(s) has/have been met.</param>
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/// <param name="maxTries">the maximum times to check for the condition (default is 60).</param>
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/// <returns><see cref="true"/> or <see cref="false"/></returns>
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public bool WaitForConditionOrTimeOutWithTimeTravel(IConditionalPredicate conditionalPredicate, int maxTries = 60)
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{

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