//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Helper Functions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ //Callback for when the scene changed private void OnSceneChanged() { //Debug.Log("Scene changed, disabling retry on disconnect"); //ConnectionManager.Singleton.retryUponFailure = false; ResetEnvironmentObjectOwnership(); if (IsNetworkedGameStateReady()) { if (SceneManager.GetActiveScene().name == "ElevatorInterlude") { dataRecorder.DisableInteractionsUntilNextRound(); } else { dataRecorder.StartNextRound(networkedGameState); } } }