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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@@ -470,6 +470,7 @@ namespace Unity.Netcode
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/// <summary>
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/// Gets called when the parent NetworkObject of this NetworkBehaviour's NetworkObject has changed
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/// </summary>
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/// <param name="parentNetworkObject">the new <see cref="NetworkObject"/> parent</param>
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public virtual void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject) { }
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private bool m_VarInit = false;
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@@ -751,6 +752,11 @@ namespace Unity.Netcode
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return NetworkManager.SpawnManager.SpawnedObjects.TryGetValue(networkId, out NetworkObject networkObject) ? networkObject : null;
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}
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/// <summary>
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/// Invoked when the <see cref="GameObject"/> the <see cref="NetworkBehaviour"/> is attached to.
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/// NOTE: If you override this, you will want to always invoke this base class version of this
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/// <see cref="OnDestroy"/> method!!
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/// </summary>
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public virtual void OnDestroy()
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{
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// this seems odd to do here, but in fact especially in tests we can find ourselves
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