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fix: Fixes warning logged on double-initialize of prefabs lists. (#2565)
* fix: Fixes warning logged on double-initialize of prefabs lists.
Also, makes adding prefabs before initializing the list no longer an error case - those prefabs are stored in a separate list so that during initialization, they can be re-added to the prefabs list after pulling in data from the NetworkPrefabsList ScriptableObjects.
* Changelog
* Update CHANGELOG.md
Re-ordering the changelog entries
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Co-authored-by: Noel Stephens <[email protected]>
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -12,6 +12,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
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- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
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- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
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- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
@@ -29,6 +30,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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## Changed
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- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
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- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
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- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
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- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
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