From 3f5048927d7575a6863d9875bf4727c4ff45680d Mon Sep 17 00:00:00 2001 From: NoelStephensUnity Date: Thu, 17 Oct 2024 12:26:09 -0500 Subject: [PATCH 1/3] fix NetworkPrefabProcessor now marks the default NetworkPrefabsList ScriptableObject asset as dirty if there are new imports OR deletions. --- .../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) { From 91a5f541bc8ad402f894af705745ae699a95891d Mon Sep 17 00:00:00 2001 From: NoelStephensUnity Date: Thu, 17 Oct 2024 12:27:53 -0500 Subject: [PATCH 2/3] update adding changelog entry --- com.unity.netcode.gameobjects/CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index 971c8b5db6..a9b75e16bb 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -19,6 +19,7 @@ Additional documentation and release notes are available at [Multiplayer Documen ### Fixed +- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected. - Fixed issue with nested `NetworkTransform` components clearing their initial prefab settings when in owner authoritative mode on the server side while using a client-server network topology which resulted in improper synchronization of the nested `NetworkTransform` components. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092) From 685e4a807aafe35d5cf55ff6a25dfb3696b75891 Mon Sep 17 00:00:00 2001 From: NoelStephensUnity Date: Thu, 17 Oct 2024 12:30:46 -0500 Subject: [PATCH 3/3] update adding pr number to entry --- com.unity.netcode.gameobjects/CHANGELOG.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index a9b75e16bb..253d27f226 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -19,7 +19,7 @@ Additional documentation and release notes are available at [Multiplayer Documen ### Fixed -- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected. +- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103) - Fixed issue with nested `NetworkTransform` components clearing their initial prefab settings when in owner authoritative mode on the server side while using a client-server network topology which resulted in improper synchronization of the nested `NetworkTransform` components. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)