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Release/v0.2.1 (#6)
<!-- Copy the TICKETID for this task from Monday and add it to the PR name in brackets --> <!-- PR name should look like: [TICKETID] My Pull Request --> <!-- Add link for the ticket here editing the TICKETID--> ## [SDK-524](https://ready-player-me.atlassian.net/browse/SDK-524) ## Description - Multimesh support updates <!-- Fill the section below with Added, Updated and Removed. --> <!-- If there is no item under one of the lists remove it's title. --> <!-- Testability --> ## How to Test - Import the release branch into a RPM Unity project and run the sample <!-- Update your progress with the task here --> ## Checklist - [x] Tests are written and are passing - [ ] Documentation is updated. - [x] Changelog is updated [SDK-524]: https://ready-player-me.atlassian.net/browse/SDK-524?atlOrigin=eyJpIjoiNWRkNTljNzYxNjVmNDY3MDlhMDU5Y2ZhYzA5YTRkZjUiLCJwIjoiZ2l0aHViLWNvbS1KU1cifQ --------- Co-authored-by: Harrison Hough <[email protected]> Co-authored-by: Robin <[email protected]>
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.github/CODEOWNERS

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# These owners will be the default owners for everything in
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# the repo. Unless a later match takes precedence,
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# @readyplayerme/onboarding-integrations be requested for
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# review when someone opens a pull request.
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* @readyplayerme/onboarding-integrations
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---
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name: Bug report
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about: Create a report to help us improve
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title: ''
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labels: bug
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assignees: ''
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---
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**Describe the bug**
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A clear and concise description of what the bug is.
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**Files**
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Attach or link to .glb files or avatar URL that trigger the bug.
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In addition, make sure to run those files through the example scenes first. If you encounter errors or warnings, try to make sure they are not responsible for the issue.
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> Note: You have to ZIP archive them first in order for GitHub to accept the upload.
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If your files are confidential:
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- Try to create a similar, but intellectual-property-free Unity example project or build that reproduces the bug in the same way (so any community member can have a look)
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- Otherwise, still create this issue and send the files (or a link to them) discretely via email
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**To Reproduce**
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Steps to reproduce the behavior:
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1. Go to '...'
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2. Click on '....'
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3. Scroll down to '....'
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4. See error
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**Expected behavior**
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A clear and concise description of what you expected to happen.
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**Screenshots**
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If applicable, add screenshots to help explain your problem.
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**Desktop (please complete the following information):**
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- Ready Player Me Core version
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- Ready Player Me WebView version (If relevant)
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- glTFast version
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- Unity Editor version [e.g. 2021.2.1f1]
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- Render Pipeline and version [e.g. Universal Render Pipeline 12.0]
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- Operating System [e.g. Windows, Mac, Linux ]
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- Platform: [e.g. Editor , Windows Player, iOS]
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additionally (if significant for the bug):
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- Device: [e.g. iPhone6]
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- OS: [e.g. iOS8.1]
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- For WebGL: Browser [e.g. stock browser, safari]
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**Additional context**
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Add any other context about the problem here.
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---
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name: Feature request
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about: Suggest an idea for this project
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title: ''
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labels: enhancement
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assignees: ''
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---
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**Is your feature request related to a problem? Please describe.**
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A clear and concise description of what the problem is. e.g. I'm always frustrated when [...]
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**Describe the solution you'd like**
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A clear and concise description of what you want to happen.
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**Describe alternatives you've considered**
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A clear and concise description of any alternative solutions or features you've considered.
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**Additional context**
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Add any other context or screenshots about the feature request here.

.github/pull_request_template.md

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<!-- Copy the TICKETID for this task from Monday and add it to the PR name in brackets -->
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<!-- Copy the TICKETID for this task from Jira and add it to the PR name in brackets -->
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<!-- PR name should look like: [TICKETID] My Pull Request -->
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<!-- Add link for the ticket here editing the TICKETID-->
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- Briefly describe what this change will do
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<!-- Fill the section below with Added, Updated and Removed. -->
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<!-- Fill the section below with Added, Updated and Removed information. -->
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<!-- If there is no item under one of the lists remove it's title. -->
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<!-- Testability -->
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## Checklist
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- [ ] Tests written or updated for the changes.
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- [ ] Documentation is updated.
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- [ ] Changelog is updated.
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<!--- Remember to copy the Changes Section into the commit message when you close the PR -->
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.gitignore

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# Crashlytics generated file
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crashlytics-build.properties
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# Samples meta files
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**/Samples~.meta
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**/Samples.meta

CHANGELOG.md

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All notable changes to this project will be documented in this file.
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This project adheres to [Semantic Versioning](http://semver.org/).
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## [0.2.1] - 2024.MM.DD
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### Updated
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- Netcode Character Prefab updated with multimesh support
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- Netcode PLayer script transfers meshes
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### Fixed
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- Variable name typos
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### Removed
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- Figtihng Game Sample removed
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## [0.2.0] - 2023.08.14
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### Added

Editor/DependencyInstaller.cs

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using ReadyPlayerMe.Core.Editor;
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using UnityEditor;
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public abstract class DependencyInstaller
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{
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private const string NETCODE_SUPPORT_PACKAGE_NAME = "com.readyplayerme.netcodesupport";
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private const string NETCODE_HELPER_PACKAGE = "https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop#main";
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private const string DIALOG_MESSAGE = "This package depends on - com.unity.multiplayer.samples.coop. Do you want to install it?";
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[InitializeOnLoadMethod]
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private static void Initialize()
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{
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PackageManagerEventListener.OnPackageImported += OnPackageImported;
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}
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~DependencyInstaller()
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{
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PackageManagerEventListener.OnPackageImported -= OnPackageImported;
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}
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private static void OnPackageImported(string packageName)
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{
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if (packageName != NETCODE_SUPPORT_PACKAGE_NAME)
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{
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return;
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}
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if (PackageManagerHelper.IsPackageInstalled(NETCODE_HELPER_PACKAGE))
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{
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return;
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}
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if (EditorUtility.DisplayDialog("Ready Player Me", DIALOG_MESSAGE, "OK", "Cancel"))
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{
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PackageManagerHelper.AddPackage(NETCODE_HELPER_PACKAGE);
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}
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}
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}

Samples~/FightingGame/Scripts/CameraController.cs.meta renamed to Editor/DependencyInstaller.cs.meta

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Editor/ReadyPlayerMe.NetcodeSupport.Editor.asmdef

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{
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"name": "ReadyPlayerMe.NetcodeSupport.Editor",
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"rootNamespace": "",
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"references": [],
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"references": [
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"ReadyPlayerMe.Core.Editor"
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],
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"includePlatforms": [
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"Editor"
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],

Editor/TransferPrefab.cs

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using ReadyPlayerMe.Core.Editor;
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using UnityEditor;
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using UnityEngine;
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namespace ReadyPlayerMe.NetcodeSupport.Editor
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{
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public static class TransferPrefab
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{
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[MenuItem("Ready Player Me/Transfer Netcode Prefab")]
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private const string NEW_PREFAB_PATH = "Assets/Ready Player Me/Resources/RPM_Netcode_Character.prefab";
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private const string PREFAB_ASSET_NAME = "t:prefab RPM_Netcode_Character";
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[MenuItem("Ready Player Me/Transfer Netcode Prefab", priority = 34)]
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public static void Transfer()
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{
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string[] guids = AssetDatabase.FindAssets("t:prefab RPM_Netcode_Character");
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var guids = AssetDatabase.FindAssets(PREFAB_ASSET_NAME);
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if (guids.Length == 0)
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{
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Debug.Log("RPM_Netcode_Character prefab not found. Please reimport Netcode Support package.");
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}
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else
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{
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if (AssetDatabase.LoadAssetAtPath("Assets/Ready Player Me/Resources/RPM_Character.prefab", typeof(GameObject)))
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if (AssetDatabase.LoadAssetAtPath(NEW_PREFAB_PATH, typeof(GameObject)))
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{
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if (!EditorUtility.DisplayDialog("Warning", "RPM_Character prefab already exists. Do you want to overwrite it?", "Yes", "No"))
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if (!EditorUtility.DisplayDialog("Warning", "RPM_Netcode_Character prefab already exists. Do you want to overwrite it?", "Yes", "No"))
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{
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return;
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}
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}
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string path = AssetDatabase.GUIDToAssetPath(guids[0]);
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AssetDatabase.CopyAsset(path, "Assets/Ready Player Me/Resources/RPM_Character.prefab");
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Selection.activeObject = AssetDatabase.LoadAssetAtPath("Assets/Ready Player Me/Resources/RPM_Character.prefab", typeof(GameObject));
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Debug.Log("Netcode prefab transferred to Assets/Ready Player Me/Resources/RPM_Character.prefab");
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PrefabHelper.TransferPrefabByGuid(guids[0], NEW_PREFAB_PATH);
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Debug.Log($"Netcode prefab transferred to {NEW_PREFAB_PATH}");
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}
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}
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}

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