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update
Style and providing internal write access to the prefabs list.
1 parent 8768263 commit 9ec5725

2 files changed

Lines changed: 5 additions & 3 deletions

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com.unity.netcode.gameobjects/Runtime/Configuration/NetworkPrefabs.cs

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -47,6 +47,8 @@ public class NetworkPrefabs
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[NonSerialized]
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private List<NetworkPrefab> m_Prefabs = new List<NetworkPrefab>();
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50+
internal List<NetworkPrefab> InternalPrefabs => m_Prefabs;
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[NonSerialized]
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private Dictionary<uint, NetworkPrefab> m_PrefabHashIds = new Dictionary<uint, NetworkPrefab>();
5254

@@ -93,7 +95,7 @@ internal bool IsActualPrefabAsset(NetworkObject networkObject)
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var isActualPrefabAsset = false;
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if (m_PrefabHashIds.TryGetValue(networkObject.GlobalObjectIdHash, out NetworkPrefab networkPrefab))
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{
96-
switch(networkPrefab.Override)
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switch (networkPrefab.Override)
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{
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case NetworkPrefabOverride.Prefab:
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case NetworkPrefabOverride.None:

com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1603,13 +1603,13 @@ internal void ServerSpawnSceneObjectsOnStartSweep()
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// Then it is not in-scene placed and was pre-instantiated. Spawn dynamically.
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networkObject.InScenePlaced = false;
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}
1606-
else if(networkObject.InScenePlaced && !networkObject.InScenePlacedPostProcessorMarkedDuringRuntime)
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else if (networkObject.InScenePlaced && !networkObject.InScenePlacedPostProcessorMarkedDuringRuntime)
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{
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// If this was marked as in-scene placed within the editor, then it is valid.
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isInvalidInstanceToSpawn = false;
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}
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1612-
var wasPreInstantiated = !networkObject.IsSpawned && !networkObject.InScenePlaced;
1612+
var wasPreInstantiated = !networkObject.IsSpawned && !networkObject.InScenePlaced;
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// Dynamically created NetworkObjects instances are not supported and will not be spawned during the sweep.
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if (wasPreInstantiated && isInvalidInstanceToSpawn)

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