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Added XML documentation to UsePrefabSync
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MLAPI/Data/NetworkConfig.cs

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@@ -119,10 +119,10 @@ public class NetworkConfig
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/// If you dynamically add prefabs at runtime, turn this OFF
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/// </summary>
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public bool ForceSamePrefabs = true;
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// TODO: XML
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// If true, replace on spawn
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// Else, cross find
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/// <summary>
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/// If true, all NetworkedObject's need to be prefabs and all scene objects will be replaced on server side which causes all serialization to be lost. Useful for multi project setups
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/// If false, Only non scene objects have to be prefabs. Scene objects will be matched using their PrefabInstanceId which can be precomputed globally for a scene at build time. Useful for single projects
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/// </summary>
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public bool UsePrefabSync = false;
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/// <summary>
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/// Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions

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