You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: MLAPI/Data/NetworkConfig.cs
+4-4Lines changed: 4 additions & 4 deletions
Original file line number
Diff line number
Diff line change
@@ -119,10 +119,10 @@ public class NetworkConfig
119
119
/// If you dynamically add prefabs at runtime, turn this OFF
120
120
/// </summary>
121
121
publicboolForceSamePrefabs=true;
122
-
123
-
// TODO: XML
124
-
// If true, replace on spawn
125
-
// Else, cross find
122
+
/// <summary>
123
+
/// If true, all NetworkedObject's need to be prefabs and all scene objects will be replaced on server side which causes all serialization to be lost. Useful for multi project setups
124
+
/// If false, Only non scene objects have to be prefabs. Scene objects will be matched using their PrefabInstanceId which can be precomputed globally for a scene at build time. Useful for single projects
125
+
/// </summary>
126
126
publicboolUsePrefabSync=false;
127
127
/// <summary>
128
128
/// Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions
0 commit comments