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update - OUT_OF_BAND_RPC
Wrapping the OutOfBoundRpc stuff until we can get that migrated over.
1 parent 2c98801 commit ebed5f6

2 files changed

Lines changed: 3 additions & 3 deletions

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com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs

Lines changed: 2 additions & 2 deletions
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@@ -8,7 +8,7 @@
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#endif
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using Unity.Netcode.Components;
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using Unity.Netcode.Runtime;
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#if UNIFIED_NETCODE
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#if UNIFIED_NETCODE && OUT_OF_BAND_RPC
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using Unity.Netcode.Unified;
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#endif
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using UnityEngine;
@@ -1207,7 +1207,7 @@ internal void Initialize(bool server)
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// UnityTransport dependencies are then initialized
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RealTimeProvider = ComponentFactory.Create<IRealTimeProvider>(this);
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#if UNIFIED_NETCODE
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#if UNIFIED_NETCODE && OUT_OF_BAND_RPC
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NetworkConfig.NetworkTransport = gameObject.AddComponent<UnifiedNetcodeTransport>();
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#endif
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com.unity.netcode.gameobjects/Runtime/Transports/Unified/UnifiedNetcodeTransport.cs

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@@ -1,4 +1,4 @@
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#if UNIFIED_NETCODE
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#if UNIFIED_NETCODE && OUT_OF_BAND_RPC
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using System;
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using System.Collections.Generic;
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using Unity.Burst;

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