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	<description>気になるあれこれ検証してみます。</description>
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		<title>Unity Relay で internet対戦！でデータ更新順が想定外！Relayの料金 コスト、予算アラート</title>
		<link>https://grtlab.com/archives/6879/unity-relay-%e3%81%a7-internet%e5%af%be%e6%88%a6%ef%bc%81%e3%81%a7%e3%83%87%e3%83%bc%e3%82%bf%e6%9b%b4%e6%96%b0%e9%a0%86%e3%81%8c%e6%83%b3%e5%ae%9a%e5%a4%96%ef%bc%81/</link>
					<comments>https://grtlab.com/archives/6879/unity-relay-%e3%81%a7-internet%e5%af%be%e6%88%a6%ef%bc%81%e3%81%a7%e3%83%87%e3%83%bc%e3%82%bf%e6%9b%b4%e6%96%b0%e9%a0%86%e3%81%8c%e6%83%b3%e5%ae%9a%e5%a4%96%ef%bc%81/#respond</comments>
		
		<dc:creator><![CDATA[編集者じゃっく]]></dc:creator>
		<pubDate>Sat, 26 Aug 2023 08:48:57 +0000</pubDate>
				<category><![CDATA[Unity]]></category>
		<category><![CDATA[Netcode]]></category>
		<category><![CDATA[Netcode for GameObjects]]></category>
		<category><![CDATA[Relay]]></category>
		<category><![CDATA[Unity Game Services]]></category>
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					<description><![CDATA[目次 同期タイミング低速、遅延Unity Relay 料金Example CalculationsUnity  [&#8230;]]]></description>
		
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		<title>Unity : generate same script of GameObject when change scene ? NetworkManager.Singleton.SceneManager.LoadScene で遷移したときに gameobjectのscriptが2回が呼ばれている。</title>
		<link>https://grtlab.com/archives/6865/unity-generate-same-script-of-gameobject-when-change-scene-networkmanager-singleton-scenemanager-loadscene-%e3%81%a7%e9%81%b7%e7%a7%bb%e3%81%97%e3%81%9f%e3%81%a8%e3%81%8d%e3%81%ab-gameobject/</link>
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		<dc:creator><![CDATA[編集者じゃっく]]></dc:creator>
		<pubDate>Wed, 09 Aug 2023 14:17:34 +0000</pubDate>
				<category><![CDATA[Unity]]></category>
		<category><![CDATA[Netcode for GameObjects]]></category>
		<category><![CDATA[Relay]]></category>
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					<description><![CDATA[Relayで対戦するゲームを作っているのですが 結論は &#8230; ですがNetworkManager.S [&#8230;]]]></description>
		
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