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    Field m_CreateServerFirst

    Set this to false to create the clients first. Note: If you are using scene placed NetworkObjects or doing any form of scene testing and get prefab hash id "soft synchronization" errors, then set this to false and run your test again. This is a work-around until we can resolve some issues with NetworkManagerOwner and NetworkManager.Singleton.

    Namespace: Unity.Netcode.TestHelpers.Runtime
    Assembly: solution.dll
    Syntax
    protected bool m_CreateServerFirst
    Returns
    Type Description
    bool
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