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Use the GameObject.activeInHierarchy fix.
Allow disabled NetworkBehaviour with a disabled GameObject to internally start pre-spawn but exit before invoking protected method.
Debug.LogWarning($"{childBehaviour.gameObject.name} is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The {childBehaviour.GetType().Name} component was skipped during spawn!");
return$"[{name}][{networkBehaviour.GetType().Name}][{nameof(isActiveAndEnabled)}: {networkBehaviour.isActiveAndEnabled}] Disabled {nameof(NetworkBehaviour)}s are not supported and will be excluded from spawning and synchronization!";
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return$"[{name}][{networkBehaviour.GetType().Name}][{nameof(isActiveAndEnabled)}: {networkBehaviour.isActiveAndEnabled}] Disabled {nameof(NetworkBehaviour)}s will be excluded from spawning and synchronization!";
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