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test: remove the NetworkObjectSpawning hybrid fixture
Its only hybrid case left running, CannotSpawnBeforeApproved, spawns nothing outside distributed
authority, so it passed without exercising hybrid spawning. The other two tests depend on in-scene
placed NetworkObjects and on InstantiateAndSpawn, which does not yet select the NetworkManager's
world for hybrid prefabs.
Assert.Ignore("InstantiateAndSpawn does not select the NetworkManager's world before instantiating a hybrid prefab, so it fails when several worlds share a process.");
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