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). ## [1.1.0] - 2022-10-21 ### Added - Added `NetworkManager.IsApproved` flag that is set to `true` a client has been approved.(#2261) - `UnityTransport` now provides a way to set the Relay server data directly from the `RelayServerData` structure (provided by the Unity Transport package) throuh its `SetRelayServerData` method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235) - IPv6 is now supported for direct connections when using `UnityTransport`. (#2232) - Added WebSocket support when using UTP 2.0 with `UseWebSockets` property in the `UnityTransport` component of the `NetworkManager` allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201) - Added position, rotation, and scale to the `ParentSyncMessage` which provides users the ability to specify the final values on the server-side when `OnNetworkObjectParentChanged` is invoked just before the message is created (when the `Transform` values are applied to the message). (#2146) - Added `NetworkObject.TryRemoveParent` method for convenience purposes opposed to having to cast null to either `GameObject` or `NetworkObject`. (#2146) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.0. (#2231) - The send queues of `UnityTransport` are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the `MaxSendQueueSize` property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212) - As a consequence of the above change, the `UnityTransport.InitialMaxSendQueueSize` field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212) - The debug simulator in `UnityTransport` is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196) - `NetworkVariable<>` now supports managed `INetworkSerializable` types, as well as other managed types with serialization/deserialization delegates registered to `UserNetworkVariableSerialization<T>.WriteValue` and `UserNetworkVariableSerialization<T>.ReadValue` (#2219) - `NetworkVariable<>` and `BufferSerializer<BufferSerializerReader>` now deserialize `INetworkSerializable` types in-place, rather than constructing new ones. (#2219) ### Fixed - Fixed `NetworkManager.ApprovalTimeout` will not timeout due to slower client synchronization times as it now uses the added `NetworkManager.IsApproved` flag to determined if the client has been approved or not.(#2261) - Fixed issue caused when changing ownership of objects hidden to some clients (#2242) - Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239) - Fixed issue where clients were not rebuilding the `NetworkConfig` hash value for each unique connection request. (#2226) - Fixed the issue where player objects were not taking the `DontDestroyWithOwner` property into consideration when a client disconnected. (#2225) - Fixed issue where `SceneEventProgress` would not complete if a client late joins while it is still in progress. (#2222) - Fixed issue where `SceneEventProgress` would not complete if a client disconnects. (#2222) - Fixed issues with detecting if a `SceneEventProgress` has timed out. (#2222) - Fixed issue #1924 where `UnityTransport` would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220) - Fixed issue where `NetworkTransform.SetStateServerRpc` and `NetworkTransform.SetStateClientRpc` were not honoring local vs world space settings when applying the position and rotation. (#2203) - Fixed ILPP `TypeLoadException` on WebGL on MacOS Editor and potentially other platforms. (#2199) - Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158) - Fixed warning resulting from a stray NetworkAnimator.meta file (#2153) - Fixed Connection Approval Timeout not working client side. (#2164) - Fixed issue where the `WorldPositionStays` parenting parameter was not being synchronized with clients. (#2146) - Fixed issue where parented in-scene placed `NetworkObject`s would fail for late joining clients. (#2146) - Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when `WorldPositionStays` was true. (#2146) - Fixed issue with `NetworkTransform.ApplyTransformToNetworkStateWithInfo` where it was not honoring axis sync settings when `NetworkTransformState.IsTeleportingNextFrame` was true. (#2146) - Fixed issue with `NetworkTransform.TryCommitTransformToServer` where it was not honoring the `InLocalSpace` setting. (#2146) - Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by `ClientRpcParams`. (#2144) - Fixed RPC codegen failing to choose the correct extension methods for `FastBufferReader` and `FastBufferWriter` when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142) - Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127) - Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127) - Fixed throwing an exception in `OnNetworkUpdate` causing other `OnNetworkUpdate` calls to not be executed. (#1739) - Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171) - Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987) - Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
412 lines
17 KiB
C#
412 lines
17 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode.TestHelpers.Runtime
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{
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/// <summary>
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/// The default SceneManagerHandler used for all NetcodeIntegrationTest derived children.
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/// This enables clients to load scenes within the same scene hierarchy during integration
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/// testing.
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/// </summary>
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internal class IntegrationTestSceneHandler : ISceneManagerHandler, IDisposable
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{
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// All IntegrationTestSceneHandler instances register their associated NetworkManager
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internal static List<NetworkManager> NetworkManagers = new List<NetworkManager>();
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internal static CoroutineRunner CoroutineRunner;
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internal static Queue<QueuedSceneJob> QueuedSceneJobs = new Queue<QueuedSceneJob>();
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internal List<Coroutine> CoroutinesRunning = new List<Coroutine>();
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internal static Coroutine SceneJobProcessor;
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internal static QueuedSceneJob CurrentQueuedSceneJob;
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protected static WaitForSeconds s_WaitForSeconds;
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public delegate bool CanClientsLoadUnloadDelegateHandler();
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public static event CanClientsLoadUnloadDelegateHandler CanClientsLoad;
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public static event CanClientsLoadUnloadDelegateHandler CanClientsUnload;
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public static bool VerboseDebugMode;
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/// <summary>
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/// Used for loading scenes on the client-side during
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/// an integration test
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/// </summary>
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internal class QueuedSceneJob
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{
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public enum JobTypes
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{
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Loading,
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Unloading,
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Completed
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}
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public JobTypes JobType;
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public string SceneName;
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public Scene Scene;
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public SceneEventProgress SceneEventProgress;
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public IntegrationTestSceneHandler IntegrationTestSceneHandler;
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}
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internal NetworkManager NetworkManager;
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internal string NetworkManagerName;
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/// <summary>
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/// Used to control when clients should attempt to fake-load a scene
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/// Note: Unit/Integration tests that only use <see cref="NetcodeIntegrationTestHelpers"/>
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/// need to subscribe to the CanClientsLoad and CanClientsUnload events
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/// in order to control when clients can fake-load.
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/// Tests that derive from <see cref="NetcodeIntegrationTest"/> already have integrated
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/// support and you can override <see cref="NetcodeIntegrationTest.CanClientsLoad"/> and
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/// <see cref="NetcodeIntegrationTest.CanClientsUnload"/>.
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/// </summary>
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protected bool OnCanClientsLoad()
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{
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if (CanClientsLoad != null)
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{
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return CanClientsLoad.Invoke();
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}
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return true;
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}
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protected bool OnCanClientsUnload()
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{
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if (CanClientsUnload != null)
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{
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return CanClientsUnload.Invoke();
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}
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return true;
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}
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internal static void VerboseDebug(string message)
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{
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if (VerboseDebugMode)
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{
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Debug.Log(message);
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}
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}
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/// <summary>
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/// Processes scene loading jobs
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/// </summary>
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/// <param name="queuedSceneJob">job to process</param>
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static internal IEnumerator ProcessLoadingSceneJob(QueuedSceneJob queuedSceneJob)
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{
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var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
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while (!itegrationTestSceneHandler.OnCanClientsLoad())
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{
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yield return s_WaitForSeconds;
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}
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SceneManager.sceneLoaded += SceneManager_sceneLoaded;
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// We always load additively for all scenes during integration tests
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var asyncOperation = SceneManager.LoadSceneAsync(queuedSceneJob.SceneName, LoadSceneMode.Additive);
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queuedSceneJob.SceneEventProgress.SetAsyncOperation(asyncOperation);
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// Wait for it to finish
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while (queuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed)
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{
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yield return s_WaitForSeconds;
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}
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yield return s_WaitForSeconds;
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}
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/// <summary>
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/// Handles scene loading and assists with making sure the right NetworkManagerOwner
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/// is assigned to newly instantiated NetworkObjects.
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///
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/// Note: Static property usage is OK since jobs are processed one at a time
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/// </summary>
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private static void SceneManager_sceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
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{
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if (CurrentQueuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed && CurrentQueuedSceneJob.SceneName == scene.name)
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{
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SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
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ProcessInSceneObjects(scene, CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManager);
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CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
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}
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}
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/// <summary>
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/// Handles some pre-spawn processing of in-scene placed NetworkObjects
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/// to make sure the appropriate NetworkManagerOwner is assigned. It
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/// also makes sure that each in-scene placed NetworkObject has an
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/// ObjectIdentifier component if one is not assigned to it or its
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/// children.
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/// </summary>
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/// <param name="scene">the scenes that was just loaded</param>
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/// <param name="networkManager">the relative NetworkManager</param>
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private static void ProcessInSceneObjects(Scene scene, NetworkManager networkManager)
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{
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// Get all in-scene placed NeworkObjects that were instantiated when this scene loaded
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var inSceneNetworkObjects = Object.FindObjectsOfType<NetworkObject>().Where((c) => c.IsSceneObject != false && c.GetSceneOriginHandle() == scene.handle);
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foreach (var sobj in inSceneNetworkObjects)
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{
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if (sobj.NetworkManagerOwner != networkManager)
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{
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sobj.NetworkManagerOwner = networkManager;
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}
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if (sobj.GetComponent<ObjectNameIdentifier>() == null && sobj.GetComponentInChildren<ObjectNameIdentifier>() == null)
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{
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sobj.gameObject.AddComponent<ObjectNameIdentifier>();
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}
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}
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}
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/// <summary>
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/// Processes scene unloading jobs
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/// </summary>
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/// <param name="queuedSceneJob">job to process</param>
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static internal IEnumerator ProcessUnloadingSceneJob(QueuedSceneJob queuedSceneJob)
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{
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var itegrationTestSceneHandler = queuedSceneJob.IntegrationTestSceneHandler;
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while (!itegrationTestSceneHandler.OnCanClientsUnload())
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{
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yield return s_WaitForSeconds;
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}
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SceneManager.sceneUnloaded += SceneManager_sceneUnloaded;
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if (queuedSceneJob.Scene.IsValid() && queuedSceneJob.Scene.isLoaded && !queuedSceneJob.Scene.name.Contains(NetcodeIntegrationTestHelpers.FirstPartOfTestRunnerSceneName))
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{
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var asyncOperation = SceneManager.UnloadSceneAsync(queuedSceneJob.Scene);
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queuedSceneJob.SceneEventProgress.SetAsyncOperation(asyncOperation);
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}
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else
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{
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CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
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}
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// Wait for it to finish
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while (queuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed)
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{
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yield return s_WaitForSeconds;
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}
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}
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/// <summary>
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/// Handles closing out scene unloading jobs
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/// </summary>
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private static void SceneManager_sceneUnloaded(Scene scene)
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{
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if (CurrentQueuedSceneJob.JobType != QueuedSceneJob.JobTypes.Completed && CurrentQueuedSceneJob.Scene.name == scene.name)
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{
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SceneManager.sceneUnloaded -= SceneManager_sceneUnloaded;
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CurrentQueuedSceneJob.JobType = QueuedSceneJob.JobTypes.Completed;
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}
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}
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/// <summary>
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/// Processes all jobs within the queue.
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/// When all jobs are finished, the coroutine stops.
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/// </summary>
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static internal IEnumerator JobQueueProcessor()
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{
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while (QueuedSceneJobs.Count != 0)
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{
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CurrentQueuedSceneJob = QueuedSceneJobs.Dequeue();
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VerboseDebug($"[ITSH-START] {CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManagerName} processing {CurrentQueuedSceneJob.JobType} for scene {CurrentQueuedSceneJob.SceneName}.");
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if (CurrentQueuedSceneJob.JobType == QueuedSceneJob.JobTypes.Loading)
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{
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yield return ProcessLoadingSceneJob(CurrentQueuedSceneJob);
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}
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else if (CurrentQueuedSceneJob.JobType == QueuedSceneJob.JobTypes.Unloading)
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{
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yield return ProcessUnloadingSceneJob(CurrentQueuedSceneJob);
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}
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VerboseDebug($"[ITSH-STOP] {CurrentQueuedSceneJob.IntegrationTestSceneHandler.NetworkManagerName} processing {CurrentQueuedSceneJob.JobType} for scene {CurrentQueuedSceneJob.SceneName}.");
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}
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SceneJobProcessor = null;
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yield break;
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}
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/// <summary>
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/// Adds a job to the job queue, and if the JobQueueProcessor coroutine
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/// is not running then it will be started as well.
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/// </summary>
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/// <param name="queuedSceneJob">job to add to the queue</param>
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private void AddJobToQueue(QueuedSceneJob queuedSceneJob)
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{
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QueuedSceneJobs.Enqueue(queuedSceneJob);
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if (SceneJobProcessor == null)
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{
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SceneJobProcessor = CoroutineRunner.StartCoroutine(JobQueueProcessor());
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}
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}
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private string m_ServerSceneBeingLoaded;
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/// <summary>
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/// Server always loads like it normally would
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/// </summary>
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public AsyncOperation GenericLoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress)
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{
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m_ServerSceneBeingLoaded = sceneName;
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if (NetcodeIntegrationTest.IsRunning)
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{
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SceneManager.sceneLoaded += Sever_SceneLoaded;
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}
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var operation = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
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sceneEventProgress.SetAsyncOperation(operation);
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return operation;
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}
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private void Sever_SceneLoaded(Scene scene, LoadSceneMode arg1)
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{
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if (m_ServerSceneBeingLoaded == scene.name)
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{
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ProcessInSceneObjects(scene, NetworkManager);
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SceneManager.sceneLoaded -= Sever_SceneLoaded;
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}
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}
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/// <summary>
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/// Server always unloads like it normally would
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/// </summary>
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public AsyncOperation GenericUnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress)
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{
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var operation = SceneManager.UnloadSceneAsync(scene);
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sceneEventProgress.SetAsyncOperation(operation);
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return operation;
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}
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public AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode loadSceneMode, SceneEventProgress sceneEventProgress)
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{
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// Server and non NetcodeIntegrationTest tests use the generic load scene method
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if (!NetcodeIntegrationTest.IsRunning)
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{
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return GenericLoadSceneAsync(sceneName, loadSceneMode, sceneEventProgress);
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}
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else // NetcodeIntegrationTest Clients always get added to the jobs queue
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{
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AddJobToQueue(new QueuedSceneJob() { IntegrationTestSceneHandler = this, SceneName = sceneName, SceneEventProgress = sceneEventProgress, JobType = QueuedSceneJob.JobTypes.Loading });
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}
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return null;
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}
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public AsyncOperation UnloadSceneAsync(Scene scene, SceneEventProgress sceneEventProgress)
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{
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// Server and non NetcodeIntegrationTest tests use the generic unload scene method
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if (!NetcodeIntegrationTest.IsRunning)
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{
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return GenericUnloadSceneAsync(scene, sceneEventProgress);
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}
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else // NetcodeIntegrationTest Clients always get added to the jobs queue
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{
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AddJobToQueue(new QueuedSceneJob() { IntegrationTestSceneHandler = this, Scene = scene, SceneEventProgress = sceneEventProgress, JobType = QueuedSceneJob.JobTypes.Unloading });
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}
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// This is OK to return a "nothing" AsyncOperation since we are simulating client loading
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return null;
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}
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/// <summary>
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/// Replacement callback takes other NetworkManagers into consideration
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/// </summary>
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internal Scene GetAndAddNewlyLoadedSceneByName(string sceneName)
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{
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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var sceneLoaded = SceneManager.GetSceneAt(i);
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if (sceneLoaded.name == sceneName)
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{
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var skip = false;
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foreach (var networkManager in NetworkManagers)
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{
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if (NetworkManager.LocalClientId == networkManager.LocalClientId || !networkManager.IsListening)
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{
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continue;
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}
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if (networkManager.SceneManager.ScenesLoaded.ContainsKey(sceneLoaded.handle))
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{
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if (NetworkManager.LogLevel == LogLevel.Developer)
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{
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NetworkLog.LogInfo($"{NetworkManager.name}'s ScenesLoaded contains {sceneLoaded.name} with a handle of {sceneLoaded.handle}. Skipping over scene.");
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}
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skip = true;
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break;
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}
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}
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if (!skip && !NetworkManager.SceneManager.ScenesLoaded.ContainsKey(sceneLoaded.handle))
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{
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if (NetworkManager.LogLevel == LogLevel.Developer)
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{
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NetworkLog.LogInfo($"{NetworkManager.name} adding {sceneLoaded.name} with a handle of {sceneLoaded.handle} to its ScenesLoaded.");
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}
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NetworkManager.SceneManager.ScenesLoaded.Add(sceneLoaded.handle, sceneLoaded);
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return sceneLoaded;
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}
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}
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}
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throw new Exception($"Failed to find any loaded scene named {sceneName}!");
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}
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private bool ExcludeSceneFromSynchronizationCheck(Scene scene)
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{
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if (!NetworkManager.SceneManager.ScenesLoaded.ContainsKey(scene.handle) && SceneManager.GetActiveScene().handle != scene.handle)
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{
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return false;
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}
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return true;
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}
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/// <summary>
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/// Constructor now must take NetworkManager
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/// </summary>
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public IntegrationTestSceneHandler(NetworkManager networkManager)
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{
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networkManager.SceneManager.OverrideGetAndAddNewlyLoadedSceneByName = GetAndAddNewlyLoadedSceneByName;
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networkManager.SceneManager.ExcludeSceneFromSychronization = ExcludeSceneFromSynchronizationCheck;
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NetworkManagers.Add(networkManager);
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NetworkManagerName = networkManager.name;
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if (s_WaitForSeconds == null)
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{
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s_WaitForSeconds = new WaitForSeconds(1.0f / networkManager.NetworkConfig.TickRate);
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}
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NetworkManager = networkManager;
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if (CoroutineRunner == null)
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{
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CoroutineRunner = new GameObject("UnitTestSceneHandlerCoroutine").AddComponent<CoroutineRunner>();
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}
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}
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public void Dispose()
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{
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NetworkManagers.Clear();
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if (SceneJobProcessor != null)
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{
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CoroutineRunner.StopCoroutine(SceneJobProcessor);
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SceneJobProcessor = null;
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}
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foreach (var job in QueuedSceneJobs)
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{
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if (job.JobType != QueuedSceneJob.JobTypes.Completed)
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{
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if (job.JobType == QueuedSceneJob.JobTypes.Loading)
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{
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SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
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}
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else
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{
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SceneManager.sceneUnloaded -= SceneManager_sceneUnloaded;
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}
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job.JobType = QueuedSceneJob.JobTypes.Completed;
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}
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}
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QueuedSceneJobs.Clear();
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Object.Destroy(CoroutineRunner.gameObject);
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}
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}
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}
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