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errorLog.AppendLine($"[Client-{networkManager.LocalClientId}] {changeValue.name} value is {changeValue.SomeIntValue.Value} but was expecting {m_InstanceAuthority.SomeIntValue.Value}!");
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}
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}
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returnerrorLog.Length==0;
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}
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/// <summary>
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/// Verifies that when running a distributed authority network topology
/// Spawn an already instantiated instance of a network prefab.
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/// Note: If you pass in the NetworkPrefab itself this method will not create an instance but will spawn the pefab itself. (don't do this)
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/// </summary>
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/// <param name="networkObjectToSpawn">the instance of a prefab <see cref="NetworkObject"/> to spawn</param>
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/// <param name="owner">the owner of the instance</param>
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/// <param name="destroyWithScene">default is false</param>
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/// <param name="isPlayerObject">when <see cref="true"/>, the object will be spawned as the <see cref="NetworkManager.LocalClientId"/> owned player.</param>
/// Spawn an already instantiated instance of a network prefab.
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/// Note: If you pass in the NetworkPrefab itself this method will not create an instance but will spawn the pefab itself. (don't do this)
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/// </summary>
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/// <param name="networkObjectToSpawn">the instance of a prefab <see cref="NetworkObject"/> to spawn</param>
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/// <param name="owner">the owner of the instance</param>
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/// <param name="destroyWithScene">default is false</param>
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/// <param name="isPlayerObject">when <see cref="true"/>, the object will be spawned as the <see cref="NetworkManager.LocalClientId"/> owned player.</param>
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