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/// The amount of seconds to wait on all clients to load requested scene before the SwitchSceneProgress onComplete callback, that waits for all clients to complete loading, is called anyway.
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/// </summary>
@@ -230,6 +226,8 @@ public string ToBase64()
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writer.WriteInt32Packed(config.LoadSceneTimeOut);
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writer.WriteBool(config.EnableTimeResync);
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writer.WriteBits((byte)config.RpcHashSize,3);
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writer.WriteBool(ForceSamePrefabs);
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writer.WriteBool(UsePrefabSync);
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stream.PadStream();
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returnConvert.ToBase64String(stream.ToArray());
@@ -288,6 +286,8 @@ public void FromBase64(string base64)
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config.LoadSceneTimeOut=reader.ReadInt32Packed();
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config.EnableTimeResync=reader.ReadBool();
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config.RpcHashSize=(HashSize)reader.ReadBits(3);
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config.ForceSamePrefabs=reader.ReadBool();
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config.UsePrefabSync=reader.ReadBool();
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}
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}
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}
@@ -334,10 +334,10 @@ public ulong GetConfig(bool cache = true)
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