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… the dict. SpawnObject removes it.
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this was the bug report: #72 |
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I don't think it fixed the problem? |
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hang in there vis, I still want to take a look at this one |
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so all that was left was making preparetospawn public? that's weird |
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also, I made this comment on the issue last time: 'I need to get some sleep for now. This might work if you try it @MrGadget1024 , but we can't merge it yet because OnPostProcessScene -> setactive(false) -> ondisable -> spawnableObjects.add would add sceneids from objects that are not in the starter scene, which means that there would be problems if someone tries to spawn them even though the extra scene isn't loaded. or perhaps not.' will have to look into that again |
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@vis2k After a client loads/unloads a scene, he needs to call: NetworkClient.PrepareToSpawnSceneObjects();which is why this is public. After a server loads/unloads a scene, we need to call NetworkServer.SpawnObjects();Those changes + this pull request = additive scene loading works |
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if |
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@MrGadget1024 if you have an idea for better names then please open another issue/pr |
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🎉 This PR is included in version 1.0.0 🎉 The release is available on GitHub release Your semantic-release bot 📦🚀 |
* Fix additive scene loading causing duplicate sceneIds by using an offset per scene. * TEST: moved SpawnableObjects to NetworkIdentity. OnDisable adds it to the dict. SpawnObject removes it. * Log if we don't find the spawn scene object * Fix compilation issues * Make PrepareToSpawnSceneObjects public
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