fix: do not override GlobalObjectIdHash in Editor#744
Merged
Conversation
NoelStephensUnity
approved these changes
Apr 15, 2021
Member
NoelStephensUnity
left a comment
There was a problem hiding this comment.
awesome!
Smallest PR EVARRR!
| private void OnDestroy() | ||
| { | ||
| if (NetworkManager.Singleton != null && NetworkManager.Singleton.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId)) | ||
| if (NetworkManager.Singleton != null && NetworkManager.Singleton.SpawnManager != null && NetworkManager.Singleton.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId)) |
Member
There was a problem hiding this comment.
I see you found the same bug I found earlier where the SpawnManager no longer exists but objects are still being destroyed.
0329ab9 to
af99950
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
as the comment says:
this was causing a soft-sync issue where a prefab with NetworkObject component attached that wasn't registered with NetworkManager would regenerate (recompute) GlobalObjectIdHash again and override NetworkObject's serialized GlobalObjectIdHash field while getting into PlayMode in the Editor.