Update to MLAPI: onnetworkspawn refactoring, player prefab removed from networkmanager prefab list#352
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fernando-cortez merged 4 commits intodevelopfrom Jul 7, 2021
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| CharacterClass CharacterData => GameDataSource.Instance.CharacterDataByType[m_NetworkCharacter.CharacterType]; | ||
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| public override void NetworkStart() | ||
| public override void OnNetworkSpawn() |
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as discussed, let's make sure there's a despawn that unregisters this if needed
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Done. Added an event to subscribe to (HeroActionBar and HeroEmoteBar do this) for when the local player's ClientInputSender is NetworkSpawned & NetworkDespawned.
SamuelBellomo
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SamuelBellomo
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Cosmin-B
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* feature/adding-UTP: Adding ParrelSync and updating third party notice.md (#357) updating to latest UTP Feature/player persistence prefab refactor (#349) upping MLAPI develop version (#355) Update to MLAPI: onnetworkspawn refactoring, player prefab removed from networkmanager prefab list (#352) porting to UTP # Conflicts: # Assets/BossRoom/Prefabs/NetworkingManager.prefab # Assets/BossRoom/Scenes/Startup.unity # Assets/BossRoom/Scripts/Client/BossRoom.Client.asmdef # Assets/BossRoom/Scripts/Shared/BossRoom.Shared.asmdef # Assets/BossRoom/Scripts/Shared/Game/UI/Editor/NetworkLatencyWarning.cs # Packages/manifest.json # Packages/packages-lock.json # ProjectSettings/PackageManagerSettings.asset
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BossRoom now tracks MLAPI develop hash
7e19026a74f6573cc4aa22d746275332e702d2c5.This fixes quite a bit of editor QoL issues. Namely:
NetworkVariable<T>in editor fix: fix: do not access/render runtime info if not playing in the editor com.unity.netcode.gameobjects#898.NetworkPrefabsinside NetworkManager being invalidated: fix: NetworkPrefabs container's elements invalidated in the NetworkManager after relaunching Unity Project com.unity.netcode.gameobjects#905.Notable API change:
NetworkStart()refactored toOnNetworkSpawn(). Same functionality.Playerprefab has also been removed fromNetworkPrefabslist since there is now a dedicated field forPlayer Prefab.