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com.unity.netcode.gameobjects/Runtime Expand file tree Collapse file tree Original file line number Diff line number Diff line change @@ -331,6 +331,10 @@ public bool Contains(NetworkPrefab prefab)
331331 }
332332
333333#if UNIFIED_NETCODE
334+ /// <summary>
335+ /// TODO: Either keep or remove prior to freeze.
336+ /// Leaving this here in case we have to control when things get registered.
337+ /// </summary>
334338 internal bool HasPendingGhostPrefabs { get ; private set ; }
335339 internal bool HasGhostPrefabs { get ; private set ; }
336340 private List < NetworkPrefab > m_PendingGhostRegistration = new List < NetworkPrefab > ( ) ;
Original file line number Diff line number Diff line change @@ -1239,6 +1239,14 @@ internal void Initialize(bool server)
12391239 RealTimeProvider = ComponentFactory . Create < IRealTimeProvider > ( this ) ;
12401240
12411241#if UNIFIED_NETCODE && OUT_OF_BAND_RPC
1242+ // TODO-FixMe:
1243+ // We assign transport at this point to preceed the NetworkConnectionManager
1244+ // being initialized. However, HasGhostPrefabs might not be set at this point
1245+ // if the prefabs list was set after instantiating the NetworkManager.
1246+ // Integration tests do this, but user code could do this too.
1247+ // To-Investigate:
1248+ // Determine if this really impacts anything having prefabs initialze/register
1249+ // at this point versus last.
12421250 NetworkConfig . InitializePrefabs ( ) ;
12431251 if ( NetworkConfig . Prefabs . HasGhostPrefabs )
12441252 {
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