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UnityEngine.Debug.Log($"[{nameof(SceneEventData)}][{nameof(SynchronizeSceneNetworkObjects)}] Deferring creation of NetworkObjectId-{serializedObject.NetworkObjectId} to wait for Ghost.");
UnityEngine.Debug.Log($"[{nameof(SceneEventData)}][{nameof(SynchronizeSceneNetworkObjects)}] Deferring creation of NetworkObjectId-{serializedObject.NetworkObjectId} to wait for Ghost.");
UnityEngine.Debug.Log($"[{nameof(SceneEventData)}][{nameof(SynchronizeSceneNetworkObjects)}] Dropping creation of NetworkObjectId-{serializedObject.NetworkObjectId} as it has an entry but no longer exists!");
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}
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// If it no longer exists, then just remove the entry and skip it.
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