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Update to MLAPI: onnetworkspawn refactoring, player prefab removed from networkmanager prefab list #352
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Update to MLAPI: onnetworkspawn refactoring, player prefab removed from networkmanager prefab list #352
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@@ -97,7 +97,7 @@ private struct ActionRequest | |||
/// </summary> | |||
CharacterClass CharacterData => GameDataSource.Instance.CharacterDataByType[m_NetworkCharacter.CharacterType]; | |||
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public override void NetworkStart() | |||
public override void OnNetworkSpawn() |
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as discussed, let's make sure there's a despawn that unregisters this if needed
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Done. Added an event to subscribe to (HeroActionBar
and HeroEmoteBar
do this) for when the local player's ClientInputSender
is NetworkSpawned & NetworkDespawned.
* feature/adding-UTP: Adding ParrelSync and updating third party notice.md (#357) updating to latest UTP Feature/player persistence prefab refactor (#349) upping MLAPI develop version (#355) Update to MLAPI: onnetworkspawn refactoring, player prefab removed from networkmanager prefab list (#352) porting to UTP # Conflicts: # Assets/BossRoom/Prefabs/NetworkingManager.prefab # Assets/BossRoom/Scenes/Startup.unity # Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef # Assets/BossRoom/Scripts/Shared/BossRoom.Shared.asmdef # Assets/BossRoom/Scripts/Shared/Game/UI/Editor/NetworkLatencyWarning.cs # Packages/manifest.json # Packages/packages-lock.json # ProjectSettings/PackageManagerSettings.asset
BossRoom now tracks MLAPI develop hash
7e19026a74f6573cc4aa22d746275332e702d2c5
.This fixes quite a bit of editor QoL issues. Namely:
NetworkVariable<T>
in editor fix: fix: do not access/render runtime info if not playing in the editor com.unity.netcode.gameobjects#898.NetworkPrefabs
inside NetworkManager being invalidated: fix: NetworkPrefabs container's elements invalidated in the NetworkManager after relaunching Unity Project com.unity.netcode.gameobjects#905.Notable API change:
NetworkStart()
refactored toOnNetworkSpawn()
. Same functionality.Player
prefab has also been removed fromNetworkPrefabs
list since there is now a dedicated field forPlayer Prefab
.