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fix: In-scene NetworkObjects disabled but never re-enabled after scen… #1465
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Merged
andrews-unity
merged 11 commits into
release/1.0.0
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backport/1.0.0-fix-InScene-NetworkObjects-DDOL-Disabled-MTT-1479
Nov 24, 2021
Merged
fix: In-scene NetworkObjects disabled but never re-enabled after scen… #1465
andrews-unity
merged 11 commits into
release/1.0.0
from
backport/1.0.0-fix-InScene-NetworkObjects-DDOL-Disabled-MTT-1479
Nov 24, 2021
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…e transition (#1354) * fix This is the fix for the in-scene NetworkObjects moved into DDOL and the after a scene transition they become disabled but never re-enabled. * test Had to make some private methods internal for testing purposes. Adding test to validate the fix. * style white space fixes. * style Adding comment above the primary line of code that is the fix for this PR * style removing unused namespace. * style removing several LFs * fix and test This now tracks the state of NetworkObjects when a full scene transition takes place. This includes a refactored test for NetworkObjects (dynamically spawned and in-scene placed) that persist a full scene transition. * test update This makes sure that DestroyWithScene is set to false for all InSceneNetworkObjectState tests. * style Removing whitespace. * updated changelog Added entries for the fixes applied in this PR. * refactor After peer review during PR Triage we all decided to not change or track a NetworkObject's parent GameObject's state and to not disable during full scene transition. Removed all active state tracking dictionaries and references as well as removed disabling DDOL migrated GameObjects from the runtime NGO code base. Adjusted the DDOL test to check the state is maintained throughout the scene transition. The DDOL test only required a minor * updated changelog Updating the changelog to reflect most recent updates.
0xFA11
approved these changes
Nov 24, 2021
mollstam
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Feb 13, 2023
…e transition (Unity-Technologies#1354) (Unity-Technologies#1465) * fix This is the fix for the in-scene NetworkObjects moved into DDOL and the after a scene transition they become disabled but never re-enabled. * test Had to make some private methods internal for testing purposes. Adding test to validate the fix. * style white space fixes. * style Adding comment above the primary line of code that is the fix for this PR * style removing unused namespace. * style removing several LFs * fix and test This now tracks the state of NetworkObjects when a full scene transition takes place. This includes a refactored test for NetworkObjects (dynamically spawned and in-scene placed) that persist a full scene transition. * test update This makes sure that DestroyWithScene is set to false for all InSceneNetworkObjectState tests. * style Removing whitespace. * updated changelog Added entries for the fixes applied in this PR. * refactor After peer review during PR Triage we all decided to not change or track a NetworkObject's parent GameObject's state and to not disable during full scene transition. Removed all active state tracking dictionaries and references as well as removed disabling DDOL migrated GameObjects from the runtime NGO code base. Adjusted the DDOL test to check the state is maintained throughout the scene transition. The DDOL test only required a minor * updated changelog Updating the changelog to reflect most recent updates. Co-authored-by: Noel Stephens <noel.stephens@unity3d.com>
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Original PR: #1354