public static void OnPostProcessScene()
{
int num = 1;
foreach (NetworkIdentity identity in UnityEngine.Object.FindObjectsOfType<NetworkIdentity>())
{
if (identity.GetComponent<NetworkManager>() != null)
{
Debug.LogError("NetworkManager has a NetworkIdentity component. This will cause the NetworkManager object to be disabled, so it is not recommended.");
}
if (!identity.isClient && !identity.isServer)
{
identity.gameObject.SetActive(false);
identity.ForceSceneId(num++);
}
}
}
}