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NetworkIdentity GameObjects disabled on player reconnect on additive scene #1446

@DarkRewar

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@DarkRewar

Hello,
Following the pull 175, I made an additive scene loading with some NetworkIdentities in the scene.

I have a Server/Client relation between two PCs. When we click on a button on server, it loads scene on clients and, when all clients have their scene loaded, it loads it on server. When all clients and server are ready, I call NetworkServer.SpawnObjects() on server.
When a client quits and reconnects, I send him his state with the active scene to load.

All objects in the scene loaded are prefabs and are in the spawnable prefabs list in the NetworkManager.

It loads much well but every NetworkIdentities in the scene are disabled and their NetId is equal to 0. So, I can't send ClientRpc message from server scene's object to client.

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