internal void ConvertGlobalObjectIdsToSceneObjects()
        {
            activeObjects.Clear();
            var gids          = globalObjectIdSet.ToArray();
            var outputObjects = new UnityEngine.Object[gids.Length];

            GlobalObjectId.GlobalObjectIdentifiersToObjectsSlow(gids, outputObjects);
            for (var i = 0; i < outputObjects.Length; i++)
            {
                var obj = outputObjects[i];
                //Debug.Log($"GID: {gids[i]}, OBJ: {obj} -> GUID: {GlobalObjectId.GetGlobalObjectIdSlow(obj)}");
                //Sometimes invalid objects are returned. https://fogbugz.unity3d.com/f/cases/1291291/
                //This is the workaround.
                if (obj != null)
                {
                    //if(gids[i] == GlobalObjectId.GetGlobalObjectIdSlow(obj))
                    var x = gids[i];
                    var y = GlobalObjectId.GetGlobalObjectIdSlow(obj);
                    if (y.identifierType == x.identifierType && y.targetObjectId == x.targetObjectId && y.targetPrefabId == x.targetPrefabId && y.assetGUID == x.assetGUID)
                    {
                        activeObjects.Add(obj);
                    }
                }
            }
        }