void Start() { operationObjectsNOT_TO_USE_JUST_TO_SEE_IN_INSPECTOR = operationObjects; LevelLogic.InitLevelLogic(); initUnlocks(); instantiatableObjects = instantiatableObjectsToSet; for (int i = 0; i < instantiatableObjects.Length; i++) { // Sets the actual "objectID" of each instantiatable object on the prefabs for easy access: // This is no longer used, syncGameState will handle the type: if (instantiatableObjects [i]) { if (instantiatableObjects [i].GetComponent <SyncGameState> ()) { instantiatableObjects [i].GetComponent <SyncGameState> ().objectType = (byte)i; } } } // The following are only used by server: operationGameObjectSpawnTimes.Add(0); // Spawn time is not used for this.. operationGameObjectBufferedRPCs.Add(new List <object[]>()); operationGameObjectsData.Add(null); // Not instantiatable.. }