using Unity.Netcode; using UnityEngine; public class SyncWithServerOnSpawn : NetworkBehaviour { public RoundManager roundManager; private bool hasSynced; private void Start() { } public void SyncWithServer() { if (!base.IsServer) { Object.Destroy(base.gameObject); return; } NetworkObject component = base.gameObject.GetComponent(); if (component != null) { component.Spawn(destroyWithScene: true); } } protected override void __initializeVariables() { base.__initializeVariables(); } protected internal override string __getTypeName() { return "SyncWithServerOnSpawn"; } }