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* fix
So far this user suggested fix looks promising. Creating a prefab from within a scene no longer requires one to delete the original (in-scene) object and then create a new instance from the newly created prefab. It also is automatically detected and added to the default prefabs.
Fixing issue with namespace being outside of the UNIT_EDITOR conditional and removed an unused private property.
Fixing issue with PrefabStageUtility not existing in the same namespace based on Unity editor version.
Make sure the default network prefabs list is generated automatically by default.
* update
Minor rename of a variable.
Updated comments for further clarification as to what is happening.
* test
Adding method to expose GlobalObjectIdHash for manual testing purposes.
Attempting to fix the issue with TransformInterpolationTests stability.
Really, this test should be re-written.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -13,6 +13,10 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
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- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
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- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)
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- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)
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- Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
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- Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)
Debug.Log($"[GlobalObjectId Gen][{theAsset.gameObject.name}] Failed to get GUID or the local file identifier. Returning default ({instanceGlobalId}).");
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returninstanceGlobalId;
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}
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// If we reached this point, then we are most likely opening a prefab to edit.
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// The instanceGlobalId will be constructed as if it is a scene object, however when it
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// is serialized its value will be treated as a file asset (the "why" to the below code).
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// Construct an imported asset identifier with the type being a source asset (type 3).
Debug.LogError($"Interpolation failure. transform.position.y is {transform.position.y}. Should be between 0.0 and 100.0. Current threshold is [+/- {MinThreshold}].");
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// Temporary work around for this test.
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// Really, this test needs to be completely re-written.
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m_ExceededThresholdCount++;
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// If we haven't corrected ourselves within the maximum number of updates then throw an error.
Debug.LogError($"Interpolation failure. transform.position.y is {transform.position.y}. Should be between 0.0 and 100.0. Current threshold is [+/- {MinThreshold}].");
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