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Debug.LogWarning("Destroying in-scene network objects can lead to unexpected behavior. It is recommended to use NetworkObject.Despawn(false) instead.");
AssertOnTimeout($"[CleanUpLoadedScene] Timed out waiting for all in-scene instances to be despawned! Current spawned count: {m_ClientNetworkManagers.Count(c =>!c.IsListening)}");
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}
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}
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/// <summary>
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/// Checks if all clients have loaded the most recently loaded scene.
Assert.IsTrue(status==SceneEventProgressStatus.Started,$"When attempting to load scene {k_SceneToLoad} was returned the following progress status: {status}");
Assert.IsTrue(status==SceneEventProgressStatus.Started,$"When attempting to load scene {SceneToLoad} was returned the following progress status: {status}");
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// This verifies the scene loaded and the in-scene placed NetworkObjects spawned.
AssertOnTimeout($"Timed out waiting for total spawned in-scene placed NetworkObjects to reach a count of {TotalClients} and is currently {NetworkObjectTestComponent.SpawnedInstances.Count}");
AssertOnTimeout($"Timed out waiting for all in-scene instances to be despawned! Current spawned count: {NetworkObjectTestComponent.SpawnedInstances.Count()}");
AssertOnTimeout($"Timed out waiting for all in-scene instances to be spawned! Current spawned count: {NetworkObjectTestComponent.SpawnedInstances.Count()} | Expected spawn count: {TotalClients}");
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VerboseDebug("Network hiding object on first client");
@@ -181,38 +169,8 @@ public IEnumerator InSceneNetworkObjectDespawnSyncAndSpawn()
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// Validate that the first client can spawn the "netcode hidden" in-scene placed NetworkObject
AssertOnTimeout($"[NetworkShow] Timed out waiting for Client-{firstClientId} to spawn the in-scene placed NetworkObject! Current spawned count: {NetworkObjectTestComponent.SpawnedInstances.Count()} | Expected spawn count: {TotalClients}");
AssertOnTimeout($"[CleanUpLoadedScene] Timed out waiting for all in-scene instances to be despawned! Current spawned count: {m_ClientNetworkManagers.Count(c =>!c.IsListening)}");
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