class GameObject.SerializeOptions
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public bool SceneForNetwork { get; set; }
If we're serializing for network, we won't include any networked objects
public bool Cloning { get; set; }
We're cloning this object
public bool SingleNetworkObject { get; set; }
We're going to send a single network object
public Type GetType( )
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public string ToString( )
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public bool Equals( object obj )
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public int GetHashCode( )
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public GameObject.SerializeOptions( )
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