@@ -625,9 +625,9 @@ internal void WriteSceneSynchronizationData(FastBufferWriter writer)
625625 var networkObject = m_NetworkObjectsSync [ i ] ;
626626 var noStart = writer . Position ;
627627 // In distributed authority mode, we send the currently known observers of each NetworkObject to the client being synchronized.
628- var sceneObject = m_NetworkObjectsSync [ i ] . Serialize ( TargetClientId , distributedAuthority ) ;
628+ var serializedObject = m_NetworkObjectsSync [ i ] . Serialize ( TargetClientId , distributedAuthority ) ;
629629
630- sceneObject . Serialize ( writer ) ;
630+ serializedObject . Serialize ( writer ) ;
631631 var noStop = writer . Position ;
632632 totalBytes += noStop - noStart ;
633633 if ( EnableSerializationLogs )
@@ -705,8 +705,8 @@ internal void SerializeScenePlacedObjects(FastBufferWriter writer)
705705 foreach ( var objectToSycn in m_NetworkObjectsSync )
706706 {
707707 // Serialize the NetworkObject
708- var sceneObject = objectToSycn . Serialize ( TargetClientId , distributedAuthority ) ;
709- sceneObject . Serialize ( writer ) ;
708+ var serializedObject = objectToSycn . Serialize ( TargetClientId , distributedAuthority ) ;
709+ serializedObject . Serialize ( writer ) ;
710710 numberOfObjects ++ ;
711711 }
712712
@@ -871,18 +871,18 @@ internal void DeserializeScenePlacedObjects()
871871 var sceneObjects = new List < NetworkObject > ( ) ;
872872 for ( ushort i = 0 ; i < newObjectsCount ; i ++ )
873873 {
874- var sceneObject = new NetworkObject . SerializedObject ( ) ;
875- sceneObject . Deserialize ( InternalBuffer ) ;
874+ var serializedObject = new NetworkObject . SerializedObject ( ) ;
875+ serializedObject . Deserialize ( InternalBuffer ) ;
876876
877- if ( sceneObject . IsSceneObject )
877+ if ( serializedObject . IsSceneObject )
878878 {
879879 // Set our relative scene to the NetworkObject
880- m_NetworkManager . SceneManager . SetTheSceneBeingSynchronized ( sceneObject . NetworkSceneHandle ) ;
880+ m_NetworkManager . SceneManager . SetTheSceneBeingSynchronized ( serializedObject . NetworkSceneHandle ) ;
881881 }
882882
883- var networkObject = NetworkObject . Deserialize ( sceneObject , InternalBuffer , m_NetworkManager ) ;
883+ var networkObject = NetworkObject . Deserialize ( serializedObject , InternalBuffer , m_NetworkManager ) ;
884884
885- if ( sceneObject . IsSceneObject )
885+ if ( serializedObject . IsSceneObject )
886886 {
887887 sceneObjects . Add ( networkObject ) ;
888888 }
@@ -1136,15 +1136,15 @@ internal void SynchronizeSceneNetworkObjects(NetworkManager networkManager)
11361136 for ( int i = 0 ; i < newObjectsCount ; i ++ )
11371137 {
11381138 var noStart = InternalBuffer . Position ;
1139- var sceneObject = new NetworkObject . SerializedObject ( ) ;
1140- sceneObject . Deserialize ( InternalBuffer ) ;
1139+ var serializedObject = new NetworkObject . SerializedObject ( ) ;
1140+ serializedObject . Deserialize ( InternalBuffer ) ;
11411141
11421142 // If the sceneObject is in-scene placed, then set the scene being synchronized
1143- if ( sceneObject . IsSceneObject )
1143+ if ( serializedObject . IsSceneObject )
11441144 {
1145- m_NetworkManager . SceneManager . SetTheSceneBeingSynchronized ( sceneObject . NetworkSceneHandle ) ;
1145+ m_NetworkManager . SceneManager . SetTheSceneBeingSynchronized ( serializedObject . NetworkSceneHandle ) ;
11461146 }
1147- var spawnedNetworkObject = NetworkObject . Deserialize ( sceneObject , InternalBuffer , networkManager ) ;
1147+ var spawnedNetworkObject = NetworkObject . Deserialize ( serializedObject , InternalBuffer , networkManager ) ;
11481148
11491149 var noStop = InternalBuffer . Position ;
11501150 if ( EnableSerializationLogs )
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