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* fix
All clients in distributed authority should invoke CheckForGlobalObjectIdHashOverride when spawning a NetworkPrefab since each client has the authority to spawn (i.e. each should be treated like a host/server in regards to spawning and prefab overrides).
* update
adding changelog entry.
* update
adding changelog PR number.
* test
updating existing test to run through with distributed authority and client-server network topologies.
(still need one more integration test to validate the final spawned object on the non-authority sides)
* style
removing whitespace
* fix
Fixed issue with server only NetworkManager instance spawning the network prefab itself as opposed to creating an instance.
Extracted the instantiation portion of a network prefab into an internal method that can be used for integration testing prefab instantiation and potentially other edge case scenarios.
* test
Migrated all runtime network prefab related tests into a Prefabs subfolder.
Added new NetworkPrefabOverrideTests to validate the actual spawned instances on all clients using both client-server and distributed authority network topologies.
Added helper method `NettcodeIntegrationTestHelpers.CreateNetworkObject`.
* style
correcting some typos in comments
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -15,6 +15,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
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- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
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- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
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- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
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- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
// Host spawns the ovveride and server spawns the original prefab unless forceOverride is set to true where both server or host will spawn the override.
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// In distributed authority mode, we alaways get the override
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