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). ## [2.0.0-exp.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
354 lines
15 KiB
C#
354 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The configuration object used to start server, client and hosts
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/// </summary>
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[Serializable]
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public class NetworkConfig
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{
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/// <summary>
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/// The protocol version. Different versions doesn't talk to each other.
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/// </summary>
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[Tooltip("Use this to make two builds incompatible with each other")]
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public ushort ProtocolVersion = 0;
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/// <summary>
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/// The transport hosts the sever uses
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/// </summary>
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[Tooltip("The NetworkTransport to use")]
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public NetworkTransport NetworkTransport = null;
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/// <summary>
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/// The default player prefab
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/// </summary>
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[Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
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public GameObject PlayerPrefab;
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[SerializeField]
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public NetworkPrefabs Prefabs = new NetworkPrefabs();
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/// <summary>
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/// The tickrate of network ticks. This value controls how often netcode runs user code and sends out data.
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/// </summary>
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[Tooltip("The tickrate. This value controls how often netcode runs user code and sends out data. The value is in 'ticks per seconds' which means a value of 50 will result in 50 ticks being executed per second or a fixed delta time of 0.02.")]
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public uint TickRate = 30;
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/// <summary>
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/// The amount of seconds for the server to wait for the connection approval handshake to complete before the client is disconnected.
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///
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/// If the timeout is reached before approval is completed the client will be disconnected.
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/// </summary>
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/// <remarks>
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/// The period begins after the <see cref="NetworkEvent.Connect"/> is received on the server.
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/// The period ends once the server finishes processing a <see cref="ConnectionRequestMessage"/> from the client.
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///
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/// This setting is independent of any Transport-level timeouts that may be in effect. It covers the time between
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/// the connection being established on the Transport layer, the client sending a
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/// <see cref="ConnectionRequestMessage"/>, and the server processing that message through <see cref="ConnectionApproval"/>.
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///
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/// This setting is server-side only.
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/// </remarks>
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[Tooltip("The amount of seconds for the server to wait for the connection approval handshake to complete before the client is disconnected")]
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public int ClientConnectionBufferTimeout = 10;
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/// <summary>
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/// Whether or not to use connection approval
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/// </summary>
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[Tooltip("Whether or not to force clients to be approved before they connect")]
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public bool ConnectionApproval = false;
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/// <summary>
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/// The data to send during connection which can be used to decide on if a client should get accepted
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/// </summary>
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[Tooltip("The connection data sent along with connection requests")]
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public byte[] ConnectionData = new byte[0];
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/// <summary>
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/// If your logic uses the NetworkTime, this should probably be turned off. If however it's needed to maximize accuracy, this is recommended to be turned on
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/// </summary>
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[Tooltip("Enable this to re-sync the NetworkTime after the initial sync")]
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public bool EnableTimeResync = false;
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/// <summary>
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/// If time re-sync is turned on, this specifies the interval between syncs in seconds.
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/// </summary>
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[Tooltip("The amount of seconds between re-syncs of NetworkTime, if enabled")]
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public int TimeResyncInterval = 30;
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/// <summary>
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/// Whether or not to ensure that NetworkVariables can be read even if a client accidentally writes where its not allowed to. This costs some CPU and bandwidth.
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/// </summary>
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[Tooltip("Ensures that NetworkVariables can be read even if a client accidental writes where its not allowed to. This will cost some CPU time and bandwidth")]
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public bool EnsureNetworkVariableLengthSafety = false;
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/// <summary>
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/// Enables scene management. This will allow network scene switches and automatic scene difference corrections upon connect.
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/// SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.
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/// </summary>
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[Tooltip("Enables scene management. This will allow network scene switches and automatic scene difference corrections upon connect.\n" +
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"SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.")]
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public bool EnableSceneManagement = true;
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/// <summary>
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/// Whether or not the netcode should check for differences in the prefabs at connection.
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/// If you dynamically add prefabs at runtime, turn this OFF
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/// </summary>
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[Tooltip("Whether or not the netcode should check for differences in the prefab lists at connection")]
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public bool ForceSamePrefabs = true;
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/// <summary>
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/// If true, NetworkIds will be reused after the NetworkIdRecycleDelay.
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/// </summary>
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[Tooltip("If true, NetworkIds will be reused after the NetworkIdRecycleDelay")]
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public bool RecycleNetworkIds = true;
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/// <summary>
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/// The amount of seconds a NetworkId has to be unused in order for it to be reused.
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/// </summary>
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[Tooltip("The amount of seconds a NetworkId has to unused in order for it to be reused")]
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public float NetworkIdRecycleDelay = 120f;
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/// <summary>
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/// Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions
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/// </summary>
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[Tooltip("The maximum amount of bytes to use for RPC messages.")]
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public HashSize RpcHashSize = HashSize.VarIntFourBytes;
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/// <summary>
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/// The amount of seconds to wait for all clients to load or unload a requested scene
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/// </summary>
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[Tooltip("The amount of seconds to wait for all clients to load or unload a requested scene (only when EnableSceneManagement is enabled)")]
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public int LoadSceneTimeOut = 120;
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/// <summary>
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/// The amount of time a message will be held (deferred) if the destination NetworkObject needed to process the message doesn't exist yet. If the NetworkObject is not spawned within this time period, all deferred messages for that NetworkObject will be dropped.
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/// </summary>
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[Tooltip("The amount of time a message will be held (deferred) if the destination NetworkObject needed to process the message doesn't exist yet. If the NetworkObject is not spawned within this time period, all deferred messages for that NetworkObject will be dropped.")]
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public float SpawnTimeout = 10f;
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/// <summary>
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/// Whether or not to enable network logs.
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/// </summary>
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public bool EnableNetworkLogs = true;
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/// <summary>
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/// The number of RTT samples that is kept as an average for calculations
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/// </summary>
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public const int RttAverageSamples = 5; // number of RTT to keep an average of (plus one)
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/// <summary>
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/// The number of slots used for RTT calculations. This is the maximum amount of in-flight messages
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/// </summary>
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public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
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[Tooltip("Determines if the network session will run in client-server or distributed authority mode.")]
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public SessionModeTypes SessionMode;
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[HideInInspector]
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public bool UseCMBService;
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[Tooltip("When enabled (default), the player prefab will automatically be spawned (client-side) upon the client being approved and synchronized.")]
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public bool AutoSpawnPlayerPrefabClientSide = true;
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/// <summary>
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/// Returns a base64 encoded version of the configuration
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/// </summary>
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/// <returns></returns>
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public string ToBase64()
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{
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NetworkConfig config = this;
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var writer = new FastBufferWriter(1024, Allocator.Temp);
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using (writer)
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{
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writer.WriteValueSafe(config.ProtocolVersion);
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writer.WriteValueSafe(config.TickRate);
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writer.WriteValueSafe(config.ClientConnectionBufferTimeout);
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writer.WriteValueSafe(config.ConnectionApproval);
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writer.WriteValueSafe(config.LoadSceneTimeOut);
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writer.WriteValueSafe(config.EnableTimeResync);
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writer.WriteValueSafe(config.EnsureNetworkVariableLengthSafety);
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writer.WriteValueSafe(config.RpcHashSize);
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writer.WriteValueSafe(ForceSamePrefabs);
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writer.WriteValueSafe(EnableSceneManagement);
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writer.WriteValueSafe(RecycleNetworkIds);
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writer.WriteValueSafe(NetworkIdRecycleDelay);
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writer.WriteValueSafe(EnableNetworkLogs);
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// Allocates
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return Convert.ToBase64String(writer.ToArray());
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}
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}
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/// <summary>
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/// Sets the NetworkConfig data with that from a base64 encoded version
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/// </summary>
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/// <param name="base64">The base64 encoded version</param>
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public void FromBase64(string base64)
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{
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NetworkConfig config = this;
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byte[] binary = Convert.FromBase64String(base64);
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using var reader = new FastBufferReader(binary, Allocator.Temp);
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using (reader)
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{
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reader.ReadValueSafe(out config.ProtocolVersion);
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reader.ReadValueSafe(out config.TickRate);
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reader.ReadValueSafe(out config.ClientConnectionBufferTimeout);
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reader.ReadValueSafe(out config.ConnectionApproval);
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reader.ReadValueSafe(out config.LoadSceneTimeOut);
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reader.ReadValueSafe(out config.EnableTimeResync);
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reader.ReadValueSafe(out config.EnsureNetworkVariableLengthSafety);
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reader.ReadValueSafe(out config.RpcHashSize);
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reader.ReadValueSafe(out config.ForceSamePrefabs);
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reader.ReadValueSafe(out config.EnableSceneManagement);
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reader.ReadValueSafe(out config.RecycleNetworkIds);
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reader.ReadValueSafe(out config.NetworkIdRecycleDelay);
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reader.ReadValueSafe(out config.EnableNetworkLogs);
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}
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}
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private ulong? m_ConfigHash = null;
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/// <summary>
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/// Clears out the configuration hash value generated for a specific network session
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/// </summary>
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internal void ClearConfigHash()
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{
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m_ConfigHash = null;
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}
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/// <summary>
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/// Gets a SHA256 hash of parts of the NetworkConfig instance
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/// </summary>
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/// <param name="cache"></param>
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/// <returns></returns>
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public ulong GetConfig(bool cache = true)
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{
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if (m_ConfigHash != null && cache)
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{
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return m_ConfigHash.Value;
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}
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var writer = new FastBufferWriter(1024, Allocator.Temp, int.MaxValue);
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using (writer)
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{
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writer.WriteValueSafe(ProtocolVersion);
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writer.WriteValueSafe(NetworkConstants.PROTOCOL_VERSION);
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if (ForceSamePrefabs)
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{
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var sortedDictionary = Prefabs.NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
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foreach (var sortedEntry in sortedDictionary)
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{
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writer.WriteValueSafe(sortedEntry.Key);
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}
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}
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writer.WriteValueSafe(TickRate);
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writer.WriteValueSafe(ConnectionApproval);
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writer.WriteValueSafe(ForceSamePrefabs);
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writer.WriteValueSafe(EnableSceneManagement);
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writer.WriteValueSafe(EnsureNetworkVariableLengthSafety);
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writer.WriteValueSafe(RpcHashSize);
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if (cache)
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{
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m_ConfigHash = XXHash.Hash64(writer.ToArray());
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return m_ConfigHash.Value;
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}
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return XXHash.Hash64(writer.ToArray());
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}
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}
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/// <summary>
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/// Compares a SHA256 hash with the current NetworkConfig instances hash
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/// </summary>
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/// <param name="hash"></param>
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/// <returns></returns>
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public bool CompareConfig(ulong hash)
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{
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return hash == GetConfig();
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}
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internal void InitializePrefabs()
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{
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if (HasOldPrefabList())
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{
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MigrateOldNetworkPrefabsToNetworkPrefabsList();
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}
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Prefabs.Initialize();
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}
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[NonSerialized]
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private bool m_DidWarnOldPrefabList = false;
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private void WarnOldPrefabList()
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{
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if (!m_DidWarnOldPrefabList)
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{
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Debug.LogWarning("Using Legacy Network Prefab List. Consider Migrating.");
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m_DidWarnOldPrefabList = true;
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}
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}
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/// <summary>
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/// Returns true if the old List<NetworkPrefab> serialized data is present.
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/// </summary>
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/// <remarks>
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/// Internal use only to help migrate projects. <seealso cref="MigrateOldNetworkPrefabsToNetworkPrefabsList"/></remarks>
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internal bool HasOldPrefabList()
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{
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return OldPrefabList?.Count > 0;
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}
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/// <summary>
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/// Migrate the old format List<NetworkPrefab> prefab registration to the new NetworkPrefabsList ScriptableObject.
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/// </summary>
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/// <remarks>
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/// OnAfterDeserialize cannot instantiate new objects (e.g. NetworkPrefabsList SO) since it executes in a thread, so we have to do it later.
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/// Since NetworkConfig isn't a Unity.Object it doesn't get an Awake callback, so we have to do this in NetworkManager and expose this API.
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/// </remarks>
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internal NetworkPrefabsList MigrateOldNetworkPrefabsToNetworkPrefabsList()
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{
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if (OldPrefabList == null || OldPrefabList.Count == 0)
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{
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return null;
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}
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if (Prefabs == null)
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{
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throw new Exception("Prefabs field is null.");
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}
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Prefabs.NetworkPrefabsLists.Add(ScriptableObject.CreateInstance<NetworkPrefabsList>());
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if (OldPrefabList?.Count > 0)
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{
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// Migrate legacy types/fields
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foreach (var networkPrefab in OldPrefabList)
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{
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Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1].Add(networkPrefab);
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}
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}
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OldPrefabList = null;
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|
return Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1];
|
|
}
|
|
|
|
[FormerlySerializedAs("NetworkPrefabs")]
|
|
[SerializeField]
|
|
internal List<NetworkPrefab> OldPrefabList;
|
|
}
|
|
}
|