diff --git a/com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs b/com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs index 0f6f162c70..7cec18e51d 100644 --- a/com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs +++ b/com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs @@ -89,7 +89,7 @@ private void Initialize() // NetworkConfig properties m_PlayerPrefabProperty = m_NetworkConfigProperty.FindPropertyRelative(nameof(NetworkConfig.PlayerPrefab)); - m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion"); + m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion"); m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport"); m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate"); m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout"); diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs index 750c7ce77d..5803e79087 100644 --- a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs @@ -224,7 +224,7 @@ public ulong GetConfig(bool cache = true) using var buffer = PooledNetworkBuffer.Get(); using var writer = PooledNetworkWriter.Get(buffer); - + writer.WriteUInt16Packed(ProtocolVersion); writer.WriteString(NetworkConstants.PROTOCOL_VERSION); diff --git a/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs b/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs index 5e99d222a6..cd08b8aa9c 100644 --- a/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs +++ b/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs @@ -1114,7 +1114,7 @@ internal void SynchronizeNetworkObjects(ulong clientId) // If we are the base scene, then we set the root scene index; if (activeScene == scene) { - if(!ValidateSceneBeforeLoading(sceneIndex, LoadSceneMode.Single)) + if (!ValidateSceneBeforeLoading(sceneIndex, LoadSceneMode.Single)) { continue; } diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/ObjectParenting/NetworkObjectParentingTests.cs b/com.unity.netcode.gameobjects/Tests/Runtime/ObjectParenting/NetworkObjectParentingTests.cs index 90f7317216..5aceb412df 100644 --- a/com.unity.netcode.gameobjects/Tests/Runtime/ObjectParenting/NetworkObjectParentingTests.cs +++ b/com.unity.netcode.gameobjects/Tests/Runtime/ObjectParenting/NetworkObjectParentingTests.cs @@ -42,7 +42,7 @@ private void OnSceneLoaded(Scene scene, LoadSceneMode mode) private bool VerifySceneBeforeLoading(int sceneIndex, string sceneName, LoadSceneMode loadSceneMode) { - if(sceneName.StartsWith("InitTestScene")) + if (sceneName.StartsWith("InitTestScene")) { return false; } diff --git a/testproject/Assets/Tests/Manual/SceneTransitioningAdditive/AdditiveSceneToggleHandler.cs b/testproject/Assets/Tests/Manual/SceneTransitioningAdditive/AdditiveSceneToggleHandler.cs index ef13b2dc9f..aa1e78a9c3 100644 --- a/testproject/Assets/Tests/Manual/SceneTransitioningAdditive/AdditiveSceneToggleHandler.cs +++ b/testproject/Assets/Tests/Manual/SceneTransitioningAdditive/AdditiveSceneToggleHandler.cs @@ -101,7 +101,7 @@ private void SceneManager_OnSceneEvent(SceneEvent sceneEvent) } else if (sceneEvent.SceneEventType == SceneEventData.SceneEventTypes.C2S_UnloadComplete) { - if (sceneEvent.ClientId == NetworkManager.Singleton.ServerClientId && !m_SceneLoaded.isLoaded ) + if (sceneEvent.ClientId == NetworkManager.Singleton.ServerClientId && !m_SceneLoaded.isLoaded) { m_SceneLoaded = new Scene(); m_WaitForSceneLoadOrUnload = false; @@ -156,10 +156,10 @@ public IEnumerator SceneEventCoroutine() switch (sceneEventProgressStatus) { case SceneEventProgressStatus.SceneEventInProgress: - { - yield return new WaitForSeconds(0.25f); - break; - } + { + yield return new WaitForSeconds(0.25f); + break; + } case SceneEventProgressStatus.Started: { continueCheck = false; diff --git a/testproject/Assets/Tests/Manual/Scripts/NotifyClientRpc.cs b/testproject/Assets/Tests/Manual/Scripts/NotifyClientRpc.cs index 1c99678436..06f565f93d 100644 --- a/testproject/Assets/Tests/Manual/Scripts/NotifyClientRpc.cs +++ b/testproject/Assets/Tests/Manual/Scripts/NotifyClientRpc.cs @@ -31,7 +31,7 @@ public override void OnNetworkSpawn() s_Singleton = this; } - if ( IsServer && NetworkManager.SceneManager != null) + if (IsServer && NetworkManager.SceneManager != null) { NetworkManager.SceneManager.OnSceneEvent += SceneManager_OnSceneEvent; } diff --git a/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs b/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs index 7134251686..610e63e264 100644 --- a/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs +++ b/testproject/Assets/Tests/Manual/Scripts/RandomMovement.cs @@ -46,7 +46,7 @@ public void Move(int speed) else if (!IsServer && IsOwner) { // Client must sent Rpc - MovePlayerServerRpc(m_Direction * speed*1.05f); + MovePlayerServerRpc(m_Direction * speed * 1.05f); } else if (IsServer && !IsOwner) {