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Saving a prefab with a FSM and the NetworkIdentity script returns an error when trying to build even if the FSM has no logic in it.
The build fails because the line 426 of the NetworkIdentity script if (BuildPipeline.isBuildingPlayer) throw new InvalidOperationException($"Scene {gameObject.scene.path} needs to be opened and resaved before building, because the scene object {name} has no valid sceneId yet.");
Just for testing i commented these lines of code and the build finished correctly and the prefab works and intended with no errors.
Steps
1- Create an Empty GameObject.
2- Add the NetworkIdentity script and a FSM.
3- Save it as prefab.
Expected behavior
It should build the game and work, i was trying to create custom Mirror actions for playmaker, they work in playmode but the build fails.
OS: Windows
Build target: standalone
Unity version: 2020.3.18f1 LTS
Mirror branch: Mirror version 65.0.0 - March 09. 2022
The text was updated successfully, but these errors were encountered:
Saving a prefab with a FSM and the NetworkIdentity script returns an error when trying to build even if the FSM has no logic in it.
The build fails because the line 426 of the NetworkIdentity script
if (BuildPipeline.isBuildingPlayer) throw new InvalidOperationException($"Scene {gameObject.scene.path} needs to be opened and resaved before building, because the scene object {name} has no valid sceneId yet.");
Just for testing i commented these lines of code and the build finished correctly and the prefab works and intended with no errors.
Steps
1- Create an Empty GameObject.
2- Add the NetworkIdentity script and a FSM.
3- Save it as prefab.
Expected behavior
It should build the game and work, i was trying to create custom Mirror actions for playmaker, they work in playmode but the build fails.
The text was updated successfully, but these errors were encountered: