From b8da316172c8ae394667031a69bfff7abe64386b Mon Sep 17 00:00:00 2001 From: Mike Baker <1426795+mbaker3@users.noreply.github.com> Date: Wed, 16 Oct 2024 12:21:29 -0400 Subject: [PATCH] fix(editor): NetworkPrefabProcessor not marking prefab list dirty NetworkPrefabProcessor now marks the default NetworkPrefabsList ScriptableObject asset as dirty if there are new imports OR deletions. Unity is now aware of the changes and is able to write them to disk. --- .../Editor/Configuration/NetworkPrefabProcessor.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs b/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs index 879a8c3e75..55f5fcbfc4 100644 --- a/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs +++ b/com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs @@ -132,7 +132,7 @@ bool ProcessDeletedAssets(string[] strings) // Process the imported and deleted assets var markDirty = ProcessImportedAssets(importedAssets); - markDirty &= ProcessDeletedAssets(deletedAssets); + markDirty |= ProcessDeletedAssets(deletedAssets); if (markDirty) {