com.unity.netcode.gameobjects@1.0.0-pre.5
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-pre.5] - 2022-01-26 ### Added - Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528) ### Changed - NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484) - NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484) ### Fixed - Fixed network tick value sometimes being duplicated or skipped. (#1614) - Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
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@@ -15,7 +15,6 @@ namespace Unity.Netcode.Editor
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private static GUIStyle s_HelpBoxStyle;
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// Properties
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private SerializedProperty m_DontDestroyOnLoadProperty;
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private SerializedProperty m_RunInBackgroundProperty;
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private SerializedProperty m_LogLevelProperty;
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@@ -85,7 +84,6 @@ namespace Unity.Netcode.Editor
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m_NetworkManager = (NetworkManager)target;
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// Base properties
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m_DontDestroyOnLoadProperty = serializedObject.FindProperty(nameof(NetworkManager.DontDestroy));
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m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
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m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
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m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
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@@ -112,7 +110,6 @@ namespace Unity.Netcode.Editor
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private void CheckNullProperties()
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{
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// Base properties
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m_DontDestroyOnLoadProperty = serializedObject.FindProperty(nameof(NetworkManager.DontDestroy));
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m_RunInBackgroundProperty = serializedObject.FindProperty(nameof(NetworkManager.RunInBackground));
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m_LogLevelProperty = serializedObject.FindProperty(nameof(NetworkManager.LogLevel));
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m_NetworkConfigProperty = serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig));
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@@ -223,7 +220,6 @@ namespace Unity.Netcode.Editor
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if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_DontDestroyOnLoadProperty);
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EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
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EditorGUILayout.PropertyField(m_LogLevelProperty);
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EditorGUILayout.Space();
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