Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects
Prefab Quality of Life Changes
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- Dominant language
- C#
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Description
Feedback
There doesn't appear to be any logging in the Editor if you call GetComponent<NetworkObject>().Spawn() after instantiating a Prefab that does not appear in the Network Prefab List. The object will silently fail to appear for clients.
Also, when you create a new prefab with a NetworkObject it does not seem to be automatically added to the Default Network Prefab List. If you re-open your prefab and toggle an object or component on and off, it seems like that is what will get it added to the Default list.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No file or test is named. Start by reproducing both reported workflows in the Unity Editor: spawn a prefab missing from the Network Prefab List, then create a prefab with a NetworkObject and reopen it. Trace the prefab-list handling and define done as a clear editor warning for the first case and reliable addition to the Default Network Prefab List for the second.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- networking, tooling
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 30/100