-
Notifications
You must be signed in to change notification settings - Fork 450
fix: do not access/render runtime info if not playing in the editor #898
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
@@ -27,7 +27,7 @@ public override void OnInspectorGUI() | |||
{ | |||
Initialize(); | |||
|
|||
if (!m_NetworkObject.IsSpawned && m_NetworkObject.NetworkManager != null && m_NetworkObject.NetworkManager.IsServer) | |||
if (EditorApplication.isPlaying && !m_NetworkObject.IsSpawned && m_NetworkObject.NetworkManager != null && m_NetworkObject.NetworkManager.IsServer) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Wouldn't it be safer to do:
if (EditorApplication.isPlaying && m_NetworkObject != null && !m_NetworkObject.IsSpawned && m_NetworkObject.NetworkManager != null && m_NetworkObject.NetworkManager.IsServer)
e.g. checking that the m_NetworkObject is set ?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
m_NetworkObject
is coming from UnityEditor.Editor::target
(maybe see Initialize()
)
@@ -39,7 +39,7 @@ public override void OnInspectorGUI() | |||
|
|||
EditorGUILayout.EndHorizontal(); | |||
} | |||
else if (m_NetworkObject.IsSpawned) | |||
else if (EditorApplication.isPlaying && m_NetworkObject.IsSpawned) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Same: && m_NetworkObject != null
in the middle ?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
^ see above
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This resolves the issue. No warnings or errors generated and NetworkVariable<T>
is able to be inspected in editor.
* develop: (21 commits) feat: NetworkObject Parenting (#855) refactor: move RpcMethodId serialization from ILPP to Core (#910) fix: NetworkPrefabs container's elements invalidated in the NetworkManager after relaunching Unity Project (#905) feat!: OnNetworkSpawn / OnNetworkDespawn (#865) feat: Add missing XMLdoc comment (#897) refactor: upgrade ILPP backend, drop 2019.4 support, rename types/fields (#895) fix: do not access/render runtime info if not playing in the editor (#898) feat: Add name property for network variables (#891) chore: delete PhilTestResults.xml (#894) feat: MultiInstanceHelpers to use fixed FrameRate by default (#893) test: General MultiInstanceHelper improvements (#885) refactor: isKinematic set to true for rigid bodies of non-authorized instances (#886) docs: adding more info to help debug on network transform error message (#892) feat: Add RPC Name Lookup Table Provided by NetworkBehaviourILPP (#875) fix: remove OnClientConnectedCallback registration from StatsDisplay (#882) feat: Add profiling decorator pattern (#878) refactor: Removing dead code for NETWORK_VARIABLE_UPDATE (#880) fix: update package version to 0.2.0 because of unity minversion change (#881) docs: Fix typo in changelog version title docs: Hotfix Changelog for 0.1.1 and manual update (#873) ... # Conflicts: # com.unity.multiplayer.mlapi/Runtime/Core/NetworkBehaviour.cs # com.unity.multiplayer.mlapi/Runtime/Core/NetworkManager.cs # com.unity.multiplayer.mlapi/Tests/Runtime/BaseMultiInstanceTest.cs # com.unity.multiplayer.mlapi/Tests/Runtime/BaseMultiInstanceTest.cs.meta
* develop: (67 commits) feat: NetworkObject Parenting (#855) refactor: move RpcMethodId serialization from ILPP to Core (#910) fix: NetworkPrefabs container's elements invalidated in the NetworkManager after relaunching Unity Project (#905) feat!: OnNetworkSpawn / OnNetworkDespawn (#865) feat: Add missing XMLdoc comment (#897) refactor: upgrade ILPP backend, drop 2019.4 support, rename types/fields (#895) fix: do not access/render runtime info if not playing in the editor (#898) feat: Add name property for network variables (#891) chore: delete PhilTestResults.xml (#894) feat: MultiInstanceHelpers to use fixed FrameRate by default (#893) test: General MultiInstanceHelper improvements (#885) refactor: isKinematic set to true for rigid bodies of non-authorized instances (#886) docs: adding more info to help debug on network transform error message (#892) feat: Add RPC Name Lookup Table Provided by NetworkBehaviourILPP (#875) fix: remove OnClientConnectedCallback registration from StatsDisplay (#882) feat: Add profiling decorator pattern (#878) refactor: Removing dead code for NETWORK_VARIABLE_UPDATE (#880) fix: update package version to 0.2.0 because of unity minversion change (#881) docs: Fix typo in changelog version title docs: Hotfix Changelog for 0.1.1 and manual update (#873) ... # Conflicts: # com.unity.multiplayer.mlapi/Tests/Runtime/com.unity.multiplayer.mlapi.runtimetests.asmdef # testproject/ProjectSettings/EditorBuildSettings.asset
we're probably not supposed to try rendering runtime network values while not playing in the editor :)