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Benoit Hudson
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Assets/FbxExporters/Editor/UnitTests/FbxPrefabTest.cs

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@@ -208,6 +208,7 @@ public void BasicTest() {
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AssertAreIdentical(m_originalRep, History(m_manualPrefab));
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// Make sure we got the right changes.
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Assert.AreEqual (1, updateSet.NumUpdates);
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Assert.That (updateSet.Updated, Is.EquivalentTo (new string [] {
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// TODO: UNI-24579 - we should only be seeing Parent3 here,
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// the other two are for transform changes, but

Assets/FbxExporters/FbxPrefab.cs

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@@ -1042,9 +1042,11 @@ public void SetSourceModel(GameObject fbxModel) {
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/// by the updatedInstance. Those changes will be applied to the prefab.
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///
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/// The updatedObjects include all objects in the temporary instance
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/// that were created, plus all objects which had a component get
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/// created, destroyed, or updated. You get notification for objects
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/// that were destroyed.
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/// that were:
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/// - created, or
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/// - changed parent, or
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/// - had a component that was created, destroyed, or updated.
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/// There is no notification for entire objects that were destroyed.
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/// </summary>
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public delegate void HandleUpdate(FbxPrefab updatedInstance, IEnumerable<GameObject> updatedObjects);
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