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Update TODO comment for Netcode singleton issue
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com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs

Lines changed: 1 addition & 1 deletion
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@@ -2614,7 +2614,7 @@ private GameObject SpawnObject(NetworkObject prefabNetworkObject, NetworkManager
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// N4E's rate managers reassign that singleton on every world update, so by the time a test body runs
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// it points at whichever world updated last - typically a client world - and the spawn is rejected with
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// "You can only spawn a ghost on a server or during prediction on a client."
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// TODO-FixMe: NetCode.Netcode.Instance is a singleton and might cause issues assigning this.
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// TODO-UNIFIED: NetCode.Netcode.Instance is a singleton and might cause issues assigning this.
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if (prefabNetworkObject.HasGhost)
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{
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NetCode.Netcode.Instance.m_ActiveWorld = m_ServerNetworkManager.NetcodeWorld;

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