com.unity.netcode.gameobjects@2.1.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.1.1] - 2024-10-18 ### Added - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094) - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094) - Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088) - Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088) ### Fixed - Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092) - Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075) ### Changed - Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097) - Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
This commit is contained in:
@@ -826,6 +826,13 @@ namespace Unity.Netcode
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internal void InternalOnGainedOwnership()
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{
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UpdateNetworkProperties();
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// New owners need to assure any NetworkVariables they have write permissions
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// to are updated so the previous and original values are aligned with the
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// current value (primarily for collections).
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if (OwnerClientId == NetworkManager.LocalClientId)
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{
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UpdateNetworkVariableOnOwnershipChanged();
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}
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OnGainedOwnership();
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}
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@@ -1016,9 +1023,14 @@ namespace Unity.Netcode
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internal readonly List<int> NetworkVariableIndexesToReset = new List<int>();
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internal readonly HashSet<int> NetworkVariableIndexesToResetSet = new HashSet<int>();
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internal void NetworkVariableUpdate(ulong targetClientId)
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/// <summary>
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/// Determines if a NetworkVariable should have any changes to state sent out
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/// </summary>
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/// <param name="targetClientId">target to send the updates to</param>
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/// <param name="forceSend">specific to change in ownership</param>
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internal void NetworkVariableUpdate(ulong targetClientId, bool forceSend = false)
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{
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if (!CouldHaveDirtyNetworkVariables())
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if (!forceSend && !CouldHaveDirtyNetworkVariables())
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{
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return;
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}
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@@ -1069,7 +1081,11 @@ namespace Unity.Netcode
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NetworkBehaviourIndex = behaviourIndex,
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NetworkBehaviour = this,
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TargetClientId = targetClientId,
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DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j]
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DeliveryMappedNetworkVariableIndex = m_DeliveryMappedNetworkVariableIndices[j],
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// By sending the network delivery we can forward messages immediately as opposed to processing them
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// at the end. While this will send updates to clients that cannot read, the handler will ignore anything
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// sent to a client that does not have read permissions.
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NetworkDelivery = m_DeliveryTypesForNetworkVariableGroups[j]
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};
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// TODO: Serialization is where the IsDirty flag gets changed.
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// Messages don't get sent from the server to itself, so if we're host and sending to ourselves,
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@@ -1114,6 +1130,26 @@ namespace Unity.Netcode
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return false;
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}
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/// <summary>
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/// Invoked on a new client to assure the previous and original values
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/// are synchronized with the current known value.
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/// </summary>
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/// <remarks>
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/// Primarily for collections to assure the previous value(s) is/are the
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/// same as the current value(s) in order to not re-send already known entries.
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/// </remarks>
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internal void UpdateNetworkVariableOnOwnershipChanged()
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{
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for (int j = 0; j < NetworkVariableFields.Count; j++)
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{
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// Only invoke OnInitialize on NetworkVariables the owner can write to
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if (NetworkVariableFields[j].CanClientWrite(OwnerClientId))
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{
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NetworkVariableFields[j].OnInitialize();
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}
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}
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}
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internal void MarkVariablesDirty(bool dirty)
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{
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for (int j = 0; j < NetworkVariableFields.Count; j++)
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@@ -1122,6 +1158,17 @@ namespace Unity.Netcode
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}
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}
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internal void MarkOwnerReadVariablesDirty()
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{
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for (int j = 0; j < NetworkVariableFields.Count; j++)
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{
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if (NetworkVariableFields[j].ReadPerm == NetworkVariableReadPermission.Owner)
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{
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NetworkVariableFields[j].SetDirty(true);
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}
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}
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}
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/// <summary>
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/// Synchronizes by setting only the NetworkVariable field values that the client has permission to read.
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/// Note: This is only invoked when first synchronizing a NetworkBehaviour (i.e. late join or spawned NetworkObject)
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@@ -1172,17 +1219,24 @@ namespace Unity.Netcode
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// The way we do packing, any value > 63 in a ushort will use the full 2 bytes to represent.
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writer.WriteValueSafe((ushort)0);
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var startPos = writer.Position;
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NetworkVariableFields[j].WriteField(writer);
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// Write the NetworkVariable field value
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// WriteFieldSynchronization will write the current value only if there are no pending changes.
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// Otherwise, it will write the previous value if there are pending changes since the pending
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// changes will be sent shortly after the client's synchronization.
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NetworkVariableFields[j].WriteFieldSynchronization(writer);
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var size = writer.Position - startPos;
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writer.Seek(writePos);
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// Write the NetworkVariable value
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// Write the NetworkVariable field value size
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writer.WriteValueSafe((ushort)size);
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writer.Seek(startPos + size);
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}
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else // Client-Server Only: Should only ever be invoked when using a client-server NetworkTopology
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{
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// Write the NetworkVariable value
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NetworkVariableFields[j].WriteField(writer);
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// Write the NetworkVariable field value
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// WriteFieldSynchronization will write the current value only if there are no pending changes.
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// Otherwise, it will write the previous value if there are pending changes since the pending
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// changes will be sent shortly after the client's synchronization.
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NetworkVariableFields[j].WriteFieldSynchronization(writer);
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}
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}
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else if (ensureLengthSafety)
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@@ -19,10 +19,15 @@ namespace Unity.Netcode
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internal void AddForUpdate(NetworkObject networkObject)
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{
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// Since this is a HashSet, we don't need to worry about duplicate entries
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m_PendingDirtyNetworkObjects.Add(networkObject);
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}
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internal void NetworkBehaviourUpdate()
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/// <summary>
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/// Sends NetworkVariable deltas
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/// </summary>
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/// <param name="forceSend">internal only, when changing ownership we want to send this before the change in ownership message</param>
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internal void NetworkBehaviourUpdate(bool forceSend = false)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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m_NetworkBehaviourUpdate.Begin();
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@@ -53,7 +58,7 @@ namespace Unity.Netcode
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// Sync just the variables for just the objects this client sees
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for (int k = 0; k < dirtyObj.ChildNetworkBehaviours.Count; k++)
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{
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dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId);
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dirtyObj.ChildNetworkBehaviours[k].NetworkVariableUpdate(client.ClientId, forceSend);
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}
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}
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}
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@@ -72,7 +77,7 @@ namespace Unity.Netcode
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}
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for (int k = 0; k < sobj.ChildNetworkBehaviours.Count; k++)
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{
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sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId);
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sobj.ChildNetworkBehaviours[k].NetworkVariableUpdate(NetworkManager.ServerClientId, forceSend);
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}
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}
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}
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@@ -85,19 +90,24 @@ namespace Unity.Netcode
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var behaviour = dirtyObj.ChildNetworkBehaviours[k];
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for (int i = 0; i < behaviour.NetworkVariableFields.Count; i++)
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{
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// Set to true for NetworkVariable to ignore duplication of the
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// "internal original value" for collections support.
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behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = true;
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if (behaviour.NetworkVariableFields[i].IsDirty() &&
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!behaviour.NetworkVariableIndexesToResetSet.Contains(i))
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{
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behaviour.NetworkVariableIndexesToResetSet.Add(i);
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behaviour.NetworkVariableIndexesToReset.Add(i);
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}
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// Reset back to false when done
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behaviour.NetworkVariableFields[i].NetworkUpdaterCheck = false;
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}
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}
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}
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// Now, reset all the no-longer-dirty variables
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foreach (var dirtyobj in m_DirtyNetworkObjects)
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{
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dirtyobj.PostNetworkVariableWrite();
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dirtyobj.PostNetworkVariableWrite(forceSend);
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// Once done processing, we set the previous owner id to the current owner id
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dirtyobj.PreviousOwnerId = dirtyobj.OwnerClientId;
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}
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@@ -5,6 +5,7 @@ using System.Linq;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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using PackageInfo = UnityEditor.PackageManager.PackageInfo;
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#endif
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using UnityEngine.SceneManagement;
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using Debug = UnityEngine.Debug;
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@@ -17,6 +18,17 @@ namespace Unity.Netcode
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[AddComponentMenu("Netcode/Network Manager", -100)]
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public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
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{
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/// <summary>
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/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance has been instantiated.
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/// </summary>
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public static event Action<NetworkManager> OnInstantiated;
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/// <summary>
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/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance is being destroyed.
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/// </summary>
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public static event Action<NetworkManager> OnDestroying;
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#if UNITY_EDITOR
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// Inspector view expand/collapse settings for this derived child class
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[HideInInspector]
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@@ -874,6 +886,7 @@ namespace Unity.Netcode
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internal Override<ushort> PortOverride;
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#if UNITY_EDITOR
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internal static INetworkManagerHelper NetworkManagerHelper;
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@@ -900,6 +913,11 @@ namespace Unity.Netcode
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}
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private PackageInfo GetPackageInfo(string packageName)
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{
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return AssetDatabase.FindAssets("package").Select(AssetDatabase.GUIDToAssetPath).Where(x => AssetDatabase.LoadAssetAtPath<TextAsset>(x) != null).Select(PackageInfo.FindForAssetPath).Where(x => x != null).First(x => x.name == packageName);
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}
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internal void OnValidate()
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{
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if (NetworkConfig == null)
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@@ -1030,6 +1048,8 @@ namespace Unity.Netcode
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#if UNITY_EDITOR
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EditorApplication.playModeStateChanged += ModeChanged;
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#endif
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// Notify we have instantiated a new instance of NetworkManager.
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OnInstantiated?.Invoke(this);
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}
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private void OnEnable()
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@@ -1141,9 +1161,6 @@ namespace Unity.Netcode
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UpdateTopology();
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//DANGOEXP TODO: Remove this before finalizing the experimental release
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NetworkConfig.AutoSpawnPlayerPrefabClientSide = DistributedAuthorityMode;
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// Make sure the ServerShutdownState is reset when initializing
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if (server)
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{
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@@ -1632,6 +1649,9 @@ namespace Unity.Netcode
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UnityEngine.SceneManagement.SceneManager.sceneUnloaded -= OnSceneUnloaded;
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// Notify we are destroying NetworkManager
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OnDestroying?.Invoke(this);
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if (Singleton == this)
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{
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Singleton = null;
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@@ -113,11 +113,6 @@ namespace Unity.Netcode
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}
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// Handle updating the currently active scene
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var networkObjects = FindObjectsByType<NetworkObject>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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foreach (var networkObject in networkObjects)
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{
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networkObject.OnValidate();
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}
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NetworkObjectRefreshTool.ProcessActiveScene();
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// Refresh all build settings scenes
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@@ -130,14 +125,14 @@ namespace Unity.Netcode
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continue;
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}
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// Add the scene to be processed
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NetworkObjectRefreshTool.ProcessScene(editorScene.path, false);
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NetworkObjectRefreshTool.ProcessScene(editorScene.path, true);
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}
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// Process all added scenes
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NetworkObjectRefreshTool.ProcessScenes();
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}
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private void OnValidate()
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internal void OnValidate()
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{
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// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
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if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
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@@ -229,6 +224,7 @@ namespace Unity.Netcode
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if (sourceAsset != null && sourceAsset.GlobalObjectIdHash != 0 && InScenePlacedSourceGlobalObjectIdHash != sourceAsset.GlobalObjectIdHash)
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{
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InScenePlacedSourceGlobalObjectIdHash = sourceAsset.GlobalObjectIdHash;
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EditorUtility.SetDirty(this);
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}
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IsSceneObject = true;
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}
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@@ -340,7 +336,7 @@ namespace Unity.Netcode
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if (!HasAuthority)
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{
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NetworkLog.LogError($"Only the authoirty can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
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NetworkLog.LogError($"Only the authority can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
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return;
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}
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@@ -1613,7 +1609,12 @@ namespace Unity.Netcode
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}
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else if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
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{
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NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ServerClientId, this);
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// If spawning with observers or if not spawning with observers but the observer count is greater than 1 (i.e. owner/authority creating),
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// then we want to send a spawn notification.
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if (SpawnWithObservers || !SpawnWithObservers && Observers.Count > 1)
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{
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NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ServerClientId, this);
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}
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}
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else
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{
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@@ -2444,6 +2445,14 @@ namespace Unity.Netcode
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}
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}
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internal void MarkOwnerReadVariablesDirty()
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{
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for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
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{
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ChildNetworkBehaviours[i].MarkOwnerReadVariablesDirty();
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}
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}
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// NGO currently guarantees that the client will receive spawn data for all objects in one network tick.
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// Children may arrive before their parents; when they do they are stored in OrphanedChildren and then
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// resolved when their parents arrived. Because we don't send a partial list of spawns (yet), something
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@@ -2770,11 +2779,11 @@ namespace Unity.Netcode
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}
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}
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internal void PostNetworkVariableWrite()
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internal void PostNetworkVariableWrite(bool forced = false)
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{
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for (int k = 0; k < ChildNetworkBehaviours.Count; k++)
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{
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ChildNetworkBehaviours[k].PostNetworkVariableWrite();
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ChildNetworkBehaviours[k].PostNetworkVariableWrite(forced);
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}
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}
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@@ -3053,10 +3062,15 @@ namespace Unity.Netcode
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}
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}
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// Add all known players to the observers list if they don't already exist
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foreach (var player in networkManager.SpawnManager.PlayerObjects)
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// Only add all other players as observers if we are spawning with observers,
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// otherwise user controls via NetworkShow.
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if (networkObject.SpawnWithObservers)
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{
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networkObject.Observers.Add(player.OwnerClientId);
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// Add all known players to the observers list if they don't already exist
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foreach (var player in networkManager.SpawnManager.PlayerObjects)
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{
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networkObject.Observers.Add(player.OwnerClientId);
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}
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}
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}
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}
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@@ -2,6 +2,8 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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@@ -21,6 +23,28 @@ namespace Unity.Netcode
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internal static Action AllScenesProcessed;
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internal static NetworkObject PrefabNetworkObject;
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|
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internal static void LogInfo(string msg, bool append = false)
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{
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if (!append)
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{
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s_Log.AppendLine(msg);
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}
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else
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{
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s_Log.Append(msg);
|
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}
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}
|
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|
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internal static void FlushLog()
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{
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Debug.Log(s_Log.ToString());
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s_Log.Clear();
|
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}
|
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|
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private static StringBuilder s_Log = new StringBuilder();
|
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|
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internal static void ProcessScene(string scenePath, bool processScenes = true)
|
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{
|
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if (!s_ScenesToUpdate.Contains(scenePath))
|
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@@ -29,7 +53,10 @@ namespace Unity.Netcode
|
||||
{
|
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EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
|
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EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
|
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s_Log.Clear();
|
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LogInfo("NetworkObject Refresh Scenes to Process:");
|
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}
|
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LogInfo($"[{scenePath}]", true);
|
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s_ScenesToUpdate.Add(scenePath);
|
||||
}
|
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s_ProcessScenes = processScenes;
|
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@@ -37,6 +64,7 @@ namespace Unity.Netcode
|
||||
|
||||
internal static void ProcessActiveScene()
|
||||
{
|
||||
FlushLog();
|
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var activeScene = SceneManager.GetActiveScene();
|
||||
if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
|
||||
{
|
||||
@@ -54,10 +82,12 @@ namespace Unity.Netcode
|
||||
}
|
||||
else
|
||||
{
|
||||
s_ProcessScenes = false;
|
||||
s_CloseScenes = false;
|
||||
EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
|
||||
EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
|
||||
AllScenesProcessed?.Invoke();
|
||||
FlushLog();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,9 +98,8 @@ namespace Unity.Netcode
|
||||
// Provide a log of all scenes that were modified to the user
|
||||
if (refreshed)
|
||||
{
|
||||
Debug.Log($"Refreshed and saved updates to scene: {scene.name}");
|
||||
LogInfo($"Refreshed and saved updates to scene: {scene.name}");
|
||||
}
|
||||
s_ProcessScenes = false;
|
||||
s_ScenesToUpdate.Remove(scene.path);
|
||||
|
||||
if (scene != SceneManager.GetActiveScene())
|
||||
@@ -88,24 +117,41 @@ namespace Unity.Netcode
|
||||
|
||||
private static void SceneOpened(Scene scene)
|
||||
{
|
||||
LogInfo($"Processing scene {scene.name}:");
|
||||
if (s_ScenesToUpdate.Contains(scene.path))
|
||||
{
|
||||
if (s_ProcessScenes)
|
||||
{
|
||||
if (!EditorSceneManager.MarkSceneDirty(scene))
|
||||
var prefabInstances = PrefabUtility.FindAllInstancesOfPrefab(PrefabNetworkObject.gameObject);
|
||||
|
||||
if (prefabInstances.Length > 0)
|
||||
{
|
||||
Debug.Log($"Scene {scene.name} did not get marked as dirty!");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
var instancesSceneLoadedSpecific = prefabInstances.Where((c) => c.scene == scene).ToList();
|
||||
|
||||
if (instancesSceneLoadedSpecific.Count > 0)
|
||||
{
|
||||
foreach (var prefabInstance in instancesSceneLoadedSpecific)
|
||||
{
|
||||
prefabInstance.GetComponent<NetworkObject>().OnValidate();
|
||||
}
|
||||
|
||||
if (!EditorSceneManager.MarkSceneDirty(scene))
|
||||
{
|
||||
LogInfo($"Scene {scene.name} did not get marked as dirty!");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
else
|
||||
{
|
||||
LogInfo($"Changes detected and applied!");
|
||||
EditorSceneManager.SaveScene(scene);
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
|
||||
LogInfo($"No changes required.");
|
||||
FinishedProcessingScene(scene);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user