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fix: allow the check for a NetworkObject component on NetworkBehaviours to be disabled (#3031)
* update
Adding additional configuration parameter, NetworkBehaviour-Check-For-NetworkObject, that provides user the ability to bypass the automatic check for a NetworkObject on a NetworkBehaviour (in editor only).
* update
Adding project settings UI for the added check for networkobject property.
* update
Exiting early if the check for NetworkObject setting is disabled.
* update
change log entry
* update
Disable and uncheck the Auto-Add NetworkObject Component when Check For NetworkObject Component is disabled.
Enable Auto-Add NetworkObject Component when Check For NetworkObject Component is re-enabled.
User can select if they want to re-check the Auto-Add NetworkObject Component at that point.
* Update CHANGELOG.md
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -10,6 +10,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Added
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- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031)
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### Fixed
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-Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
AutoAddNetworkObjectToggle=newNetcodeSettingsToggle("Auto-Add NetworkObject Component","When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.",20);
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}
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if(CheckForNetworkObjectToggle==null)
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{
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CheckForNetworkObjectToggle=newNetcodeSettingsToggle("Check for NetworkObject Component","When disabled, the automatic check on NetworkBehaviours for an associated NetworkObject component will not be performed and Auto-Add NetworkObject Component will be disabled.",20);
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