@@ -2197,42 +2197,8 @@ protected GameObject CreateNetworkObjectPrefab(string baseName)
21972197 }
21982198
21992199#if UNIFIED_NETCODE
2200-
2201- private GameObject CreatePrefab ( string directoryPath , GameObject go )
2202- {
2203- if ( ! Directory . Exists ( directoryPath ) )
2204- Directory . CreateDirectory ( directoryPath ) ;
2205- var assetPath = $ "{ directoryPath } /{ go . name } .prefab";
2206- if ( AssetDatabase . AssetPathExists ( assetPath ) )
2207- AssetDatabase . DeleteAsset ( assetPath ) ;
2208- Assert . IsFalse ( AssetDatabase . AssetPathExists ( assetPath ) , $ "path already exists for asset { assetPath } ") ;
2209- var prefab = PrefabUtility . SaveAsPrefabAsset ( go , assetPath ) ;
2210-
2211- var networkPrefab = new NetworkPrefab ( ) { Prefab = prefab } ;
2212-
2213- var authorityNetworkManager = GetAuthorityNetworkManager ( ) ;
2214- var clients = m_ClientNetworkManagers ;
2215- // We could refactor this test framework to share a NetworkPrefabList instance, but at this point it's
2216- // probably more trouble than it's worth to verify these lists stay in sync across all tests...
2217- authorityNetworkManager . NetworkConfig . Prefabs . Add ( networkPrefab ) ;
2218- authorityNetworkManager . NetworkConfig . Prefabs . Remove ( go ) ;
2219- foreach ( var clientNetworkManager in clients )
2220- {
2221- if ( clientNetworkManager == authorityNetworkManager )
2222- {
2223- continue ;
2224- }
2225- clientNetworkManager . NetworkConfig . Prefabs . Add ( new NetworkPrefab ( ) { Prefab = prefab } ) ;
2226- clientNetworkManager . NetworkConfig . Prefabs . Remove ( go ) ;
2227- }
2228- Object . DestroyImmediate ( go ) ;
2229-
2230- return prefab ;
2231- }
2232-
22332200 protected void SetupGhostAdapterForNetworkObjectPrefab ( ref GameObject prefabObject )
22342201 {
2235- prefabObject . SetActive ( false ) ;
22362202 var adapter = prefabObject . AddComponent < GhostAdapter > ( ) ;
22372203 var bridge = prefabObject . AddComponent < NetworkObjectBridge > ( ) ;
22382204 var no = prefabObject . GetComponent < NetworkObject > ( ) ;
@@ -2241,48 +2207,14 @@ protected void SetupGhostAdapterForNetworkObjectPrefab(ref GameObject prefabObje
22412207 no . HadBridge = true ;
22422208 no . NetworkObjectBridge = bridge ;
22432209
2244- /*prefabObject = CreatePrefab("Assets/Temp", prefabObject);*/
2245-
22462210 GhostPrefabReference . s_IsPostProcessing = true ;
22472211 adapter . prefabReference = ScriptableObject . CreateInstance < GhostPrefabReference > ( ) ;
22482212 adapter . prefabReference . name = "GhostPrefabReference" ;
22492213
22502214 adapter . prefabReference . Prefab = prefabObject ;
22512215 adapter . prefabReference . Ghost = adapter ;
22522216 GhostPrefabReference . s_IsPostProcessing = false ;
2253-
2254- //prefabObject.SetActive(true);
2255- UpdateGhostPrefabs ( ) ;
2256- }
2257-
2258- void UpdateGhostPrefabs ( )
2259- {
2260- foreach ( var prefabObject in GameObject . FindObjectsByType < GhostAdapter > ( ) )
2261- {
2262- var reference = prefabObject . GetComponent < GhostPrefabReference > ( ) ;
2263- if ( ! reference || reference . Prefab != prefabObject . gameObject )
2264- {
2265- continue ;
2266- }
2267-
2268- foreach ( var world in World . All )
2269- {
2270- // check all possible worlds for the prefab that was just created and reenable it there too, since normal prefab creation would think the prefab is inactive
2271- // and automatically set the associated entity disabled too
2272- var link = GhostEntityMapping . LookupEntityReferencePrefab ( prefabObject . GetEntityId ( ) , world . Unmanaged ) ;
2273- if ( link . WasInitialized )
2274- {
2275- link . World . EntityManager . SetEnabled ( link . Entity , true ) ;
2276- // also have to override this in tests, since prefab registration will have had the wrong value during registration
2277- var pendingGameObjectSpawn =
2278- link . World . EntityManager . GetComponentData < PendingClientGameObjectSpawn > ( link . Entity ) ;
2279- pendingGameObjectSpawn . ShouldBeActive = true ;
2280- link . World . EntityManager . SetComponentData ( link . Entity , pendingGameObjectSpawn ) ;
2281- }
2282- }
2283- }
22842217 }
2285-
22862218#endif
22872219
22882220 /// <summary>
@@ -2404,7 +2336,6 @@ private GameObject SpawnObject(NetworkObject prefabNetworkObject, NetworkManager
24042336 Assert . IsTrue ( prefabNetworkObject . GlobalObjectIdHash > 0 , $ "{ nameof ( GameObject ) } { prefabNetworkObject . name } has a { nameof ( NetworkObject . GlobalObjectIdHash ) } value of 0! Make sure to make it a valid prefab before trying to spawn!") ;
24052337 NetCode . Netcode . Instance . m_ActiveWorld = owner . NetcodeWorld ;
24062338 var newInstance = Object . Instantiate ( prefabNetworkObject . gameObject ) ;
2407- newInstance . SetActive ( true ) ;
24082339 var networkObjectToSpawn = newInstance . GetComponent < NetworkObject > ( ) ;
24092340 SpawnObjectInstance ( networkObjectToSpawn , owner , destroyWithScene , isPlayerObject ) ;
24102341 return newInstance ;
@@ -2453,9 +2384,6 @@ public NetcodeIntegrationTest()
24532384 {
24542385 var topologyType = OnGetNetworkTopologyType ( ) ;
24552386 InitializeTestConfiguration ( topologyType , null ) ;
2456- #if UNIFIED_NETCODE
2457- UnifiedBootStrap . OnInitialized += UpdateGhostPrefabs ;
2458- #endif
24592387 }
24602388
24612389 /// <summary>
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