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Using BytePacker utilities to optimize the size of the serialized intantiation data length
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2 files changed

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-2
lines changed

2 files changed

+2
-2
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com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -2940,7 +2940,7 @@ public void Serialize(FastBufferWriter writer)
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if (HasInstantiationData)
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{
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writer.WriteValueSafe(OwnerObject.InstantiationData.Length);
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BytePacker.WriteValuePacked(writer, OwnerObject.InstantiationData.Length);
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writer.WriteBytesSafe(OwnerObject.InstantiationData);
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}
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com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -291,7 +291,7 @@ internal FastBufferReader GetInstantiationDataReader(uint objectHash, FastBuffer
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return default;
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}
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fastBufferReader.ReadValueSafe(out int dataSize);
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ByteUnpacker.ReadValuePacked(fastBufferReader, out int dataSize);
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var position = fastBufferReader.Position;
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var dataReader = new FastBufferReader(fastBufferReader, Collections.Allocator.Temp, dataSize, position);
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fastBufferReader.Seek(position + dataSize);

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