public void ProximityOutCheck(NetworkedMonoBehavior other)
{
if (!OwningNetWorker.IsServer)
return;
if (!proximityBehaviors.Contains(other.NetworkedId))
return;
proximityBehaviors.Remove(other.NetworkedId);
other.proximityBehaviors.Remove(this.NetworkedId);
if (IsServerOwner)
Unity.MainThreadManager.Run(other.ExitedProximity);
else
other.AuthoritativeRPC("ExitedProximity", OwningNetWorker, OwningPlayer, false);
if (other.IsServerOwner)
Unity.MainThreadManager.Run(ExitedProximity);
else
AuthoritativeRPC("ExitedProximity", OwningNetWorker, other.OwningPlayer, false);
}