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