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fix: Prefab project settings failing to load correctly (#2575)
* fix: Prefab project settings failing to load correctly Also renamed it to .asset instead of .settings for consistency * standards * Removed debug method
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+37
-43
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4 files changed

+37
-43
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor.Configuration
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{
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[FilePath("ProjectSettings/NetcodeForGameObjects.asset", FilePathAttribute.Location.ProjectFolder)]
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public class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
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{
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internal static readonly string DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
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[SerializeField] public string NetworkPrefabsPath = DefaultNetworkPrefabsPath;
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public string TempNetworkPrefabsPath;
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private void OnEnable()
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{
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if (NetworkPrefabsPath == "")
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{
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NetworkPrefabsPath = DefaultNetworkPrefabsPath;
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}
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TempNetworkPrefabsPath = NetworkPrefabsPath;
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}
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[SerializeField]
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public bool GenerateDefaultNetworkPrefabs;
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internal void SaveSettings()
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{
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Save(true);
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}
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}
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}

com.unity.netcode.gameobjects/Editor/Configuration/NetcodeForGameObjectsProjectSettings.cs.meta

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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Unity.Netcode.Editor.Configuration
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{
@@ -40,42 +37,4 @@ internal static void SetAutoAddNetworkObjectSetting(bool autoAddSetting)
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EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
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}
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}
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[FilePath("ProjectSettings/NetcodeForGameObjects.settings", FilePathAttribute.Location.ProjectFolder)]
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internal class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
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{
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internal static readonly string DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
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[SerializeField] public string NetworkPrefabsPath = DefaultNetworkPrefabsPath;
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public string TempNetworkPrefabsPath;
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private void OnEnable()
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{
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if (NetworkPrefabsPath == "")
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{
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NetworkPrefabsPath = DefaultNetworkPrefabsPath;
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}
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TempNetworkPrefabsPath = NetworkPrefabsPath;
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}
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[SerializeField]
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[FormerlySerializedAs("GenerateDefaultNetworkPrefabs")]
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private byte m_GenerateDefaultNetworkPrefabs;
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public bool GenerateDefaultNetworkPrefabs
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{
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get
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{
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return m_GenerateDefaultNetworkPrefabs != 0;
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}
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set
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{
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m_GenerateDefaultNetworkPrefabs = (byte)(value ? 1 : 0);
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}
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}
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internal void SaveSettings()
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{
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Save(true);
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}
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}
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}

testproject/ProjectSettings/NetcodeForGameObjects.settings renamed to testproject/ProjectSettings/NetcodeForGameObjects.asset

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@@ -9,7 +9,9 @@ MonoBehaviour:
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 2727d53a542a4c1aa312905c3a02d807, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.Netcode.Editor:Unity.Netcode.Editor.Configuration:NetcodeForGameObjectsProjectSettings
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m_EditorClassIdentifier:
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NetworkPrefabsPath: Assets/DefaultNetworkPrefabs.asset
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TempNetworkPrefabsPath: Assets/DefaultNetworkPrefabs.asset
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GenerateDefaultNetworkPrefabs: 1

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