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12 changes: 0 additions & 12 deletions com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,25 +19,13 @@ public sealed class NetworkObject : MonoBehaviour
internal uint GlobalObjectIdHash;

#if UNITY_EDITOR
// HEAD: DO NOT USE! TEST ONLY TEMP IMPL, WILL BE REMOVED
internal uint TempGlobalObjectIdHashOverride = 0;
// TAIL: DO NOT USE! TEST ONLY TEMP IMPL, WILL BE REMOVED

private void OnValidate()
{
GenerateGlobalObjectIdHash();
}

internal void GenerateGlobalObjectIdHash()
{
// HEAD: DO NOT USE! TEST ONLY TEMP IMPL, WILL BE REMOVED
if (TempGlobalObjectIdHashOverride != 0)
{
GlobalObjectIdHash = TempGlobalObjectIdHashOverride;
return;
}
// TAIL: DO NOT USE! TEST ONLY TEMP IMPL, WILL BE REMOVED

// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
if (UnityEditor.EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
{
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Original file line number Diff line number Diff line change
Expand Up @@ -217,16 +217,13 @@ public class CoroutineResultWrapper<T>
/// <param name="globalObjectIdHash">The GlobalObjectId to force</param>
public static void MakeNetworkObjectTestPrefab(NetworkObject networkObject, uint globalObjectIdHash = default)
{
// Set a globalObjectId for prefab
// Override `GlobalObjectIdHash` if `globalObjectIdHash` param is set
if (globalObjectIdHash != default)
{
networkObject.TempGlobalObjectIdHashOverride = globalObjectIdHash;
networkObject.GlobalObjectIdHash = globalObjectIdHash;
}

// Force generation
networkObject.GenerateGlobalObjectIdHash();

// Fallback to auto-increment if generation fails
// Fallback to auto-increment if `GlobalObjectIdHash` was never set
if (networkObject.GlobalObjectIdHash == default)
{
networkObject.GlobalObjectIdHash = ++s_AutoIncrementGlobalObjectIdHashCounter;
Expand Down