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// TODO-Unified: For new connections, we have a delay before the N4E in-game state for the client to provide time for the NGO side of the client to synchronize.
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// Note: Once both are using the same transport we should be able to get the transport id and determine the NGO assigned client-id and at that point once the
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// client has signaled that it has synchronized (or has been sent the synchronization data) we finalize the in-game connection state (or something along those lines).
Debug.Log($"[{nameof(NetworkObject)}][{nameof(NetworkObjectId)}] NetworkObjectBridge notified instance exists with assigned ID of: {NetworkObjectBridge.NetworkObjectId.Value}");
Debug.Log($"[{nameof(RegisterGhostPendingSpawn)}] {networkObject.name}'s Ghost {nameof(NetworkObject.NetworkObjectId)} ({networkObjectId}) seems invalid. Adding to the pending NetworkObjectId list.");
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}
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return;
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}
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if(NetworkManager.LogLevel==LogLevel.Developer)
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{
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Debug.Log($"[{nameof(RegisterGhostPendingSpawn)}] Registering {networkObject.name} with a {nameof(NetworkObject.NetworkObjectId)} of {networkObjectId}.");
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