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What initiates a new allocation of NetworkIdentity.netId?
I'm working on a client server application and by just changing a few lines of code, the scene networkIdentities get out of sync with the built server application. I basically have to rebuild the server every two changes or so. What exactly causes Unity to allocate new netIDs for its NetworkIdentities. Maybe something in my code does something on recompile or whatever that triggers that too often.
when worse, I found that reloading my scene causes netids to be scrambled do they don't match with three server anymore. how does that happen?
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