using QSB.WorldSync; using UnityEngine; namespace QSB.PoolSync { internal class PoolManager : WorldObjectManager { protected override void RebuildWorldObjects(OWScene scene) { foreach (var streaming in Resources.FindObjectsOfTypeAll()) { streaming.gameObject.AddComponent(); } foreach (var camera in Resources.FindObjectsOfTypeAll()) { camera.gameObject.AddComponent(); } foreach (var platform in Resources.FindObjectsOfTypeAll()) { platform.gameObject.AddComponent(); } } } }