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using UnityEngine;
using UnityEngine.EventSystems;
using static CommunicationEvents;
public class CheckServerPush : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
public void OnPointerDown(PointerEventData eventData)
{
StartCoroutine(UpdateAllServers()); // There is likely a better way to handle this, but it works fine
public void OnPointerUp(PointerEventData eventData)
{
}
}