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Use internal remove parent instead of public one with extra checks
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com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1614,7 +1614,7 @@ internal void DespawnAndDestroyNetworkObjects()
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// and set its parent to root
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if (childObject.IsSceneObject != null && childObject.IsSceneObject.Value)
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{
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childObject.TryRemoveParent(childObject.WorldPositionStays());
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childObject.TryRemoveParentCachedWorldPositionStays();
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}
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}
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}

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