com.unity.netcode.gameobjects@1.0.0
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). ## [1.0.0] - 2022-06-27 ### Changed - Changed version to 1.0.0. (#2046)
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@@ -151,6 +151,8 @@ namespace Unity.Netcode.Editor
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}
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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if (!m_Initialized)
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@@ -230,6 +232,11 @@ namespace Unity.Netcode.Editor
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internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
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/// <summary>
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/// Recursively finds the root parent of a <see cref="Transform"/>
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/// </summary>
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/// <param name="transform">The current <see cref="Transform"/> we are inspecting for a parent</param>
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/// <returns>the root parent for the first <see cref="Transform"/> passed into the method</returns>
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public static Transform GetRootParentTransform(Transform transform)
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{
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if (transform.parent == null || transform.parent == transform)
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@@ -244,6 +251,8 @@ namespace Unity.Netcode.Editor
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/// does not already have a NetworkObject component. If not it will notify
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/// the user that NetworkBehaviours require a NetworkObject.
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject"/> to start checking for a <see cref="NetworkObject"/></param>
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/// <param name="networkObjectRemoved">used internally</param>
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public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
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{
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// If there are no NetworkBehaviours or no gameObject, then exit early
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