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ClientScene::InternalAddPlayer: playerControllerId : 0

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Hello, need some help completing this multiplayer setup. I got through all the other hurdles to this point where after calling `ClientScene.AddPlayer(conn,0); ` , it leads to a warning in the console just after the internal OnOwnerMessage is called:

ClientScene::InternalAddPlayer: playerControllerId : 0
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

The player is spawned on both server and client but no playerControllerId is being added for the client, so nothing gets synced to...

ClientScene::InternalAddPlayer: playerControllerId : 0

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