You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
fix: prefab processor dirty up port (up port) (#3103)
* fix
NetworkPrefabProcessor now marks the default NetworkPrefabsList ScriptableObject asset as dirty if there are new imports OR deletions.
* update
adding changelog entry
* update
adding pr number to entry
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+1Lines changed: 1 addition & 0 deletions
Original file line number
Diff line number
Diff line change
@@ -19,6 +19,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
19
19
20
20
### Fixed
21
21
22
+
- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)
22
23
- Fixed issue with nested `NetworkTransform` components clearing their initial prefab settings when in owner authoritative mode on the server side while using a client-server network topology which resulted in improper synchronization of the nested `NetworkTransform` components. (#3099)
23
24
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
24
25
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
0 commit comments