Hello! thanks for an amazing plugin, it's made moving from single-player to multiplayer extremely easy
I'm using PoolManager (a prefab-recycling plugin) to pool/recycle prefabs instead of using instantiate/destroy, the game needs this because we spawn/despawn a lot of prefabs on runtime
The problem I'm having is that when the level loads and the prefabs get instantiated, their TNObjects don't have a unique ID, and this throws an error
My workaround so far has been:
Modifying the TNObject script to do a "UniqueCheck()" on Awake(), removing the If Editor checks and so on...
I'm not sure what's the best way to do this, since it's going to run on all the clients and it might give inconsistent results eventually, any ideas?
thanks!