Unity-Technologies / Unity-Technologies/com.unity.netcode.gameobjects

Prefab Quality of Life Changes

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type:feedback
Dominant language
C#
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Merged PRs (30d)
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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.

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First steps

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  4. 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

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