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2 changes: 1 addition & 1 deletion .yamato/code-coverage.yml
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Expand Up @@ -11,7 +11,7 @@ code_coverage_win_{{ project.name }}:
- pip install unity-downloader-cli --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple
- npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm
- unity-downloader-cli -u trunk -c editor --wait --fast
- upm-ci package test -u .Editor --package-path com.unity.netcode.gameobjects --enable-code-coverage --code-coverage-options 'enableCyclomaticComplexity;generateAdditionalMetrics;generateHtmlReport;assemblyFilters:+Unity.Netcode.Editor,+Unity.Netcode.Runtime,+Unity.Netcode.Prototyping'
- upm-ci package test -u .Editor --package-path com.unity.netcode.gameobjects --enable-code-coverage --code-coverage-options 'enableCyclomaticComplexity;generateAdditionalMetrics;generateHtmlReport;assemblyFilters:+Unity.Netcode.Editor,+Unity.Netcode.Runtime,+Unity.Netcode.Components'
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Expand Up @@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;

namespace Unity.Netcode.Prototyping
namespace Unity.Netcode.Components
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Does having this namespace buy us anything? I like moving things out of the Prototyping folder. But like, we have a number of things that are in folders (e.g. NetworkVariable) that are not in a NetworkVariable different namespace.

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I'm going to inline some parts of our Slack conversation here too:

I think the difference is NetworkTransform, NetworkAnimator etc are going to be bespoke Unity-tailored components
Components is more like "bespoke network components to use in Unity world"
So, I wouldn't say NetworkVariable will be kicked out of Runtime/Core in the future, we'll probably keep it in the core long term

{
/// <summary>
/// A prototype component for syncing animations
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Expand Up @@ -2,7 +2,7 @@
using UnityEngine;
using UnityEngine.AI;

namespace Unity.Netcode.Prototyping
namespace Unity.Netcode.Components
{
/// <summary>
/// A prototype component for syncing NavMeshAgents
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@@ -1,7 +1,7 @@
using System;
using UnityEngine;

namespace Unity.Netcode.Prototyping
namespace Unity.Netcode.Components
{
/// <summary>
/// A prototype component for syncing transforms
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@@ -0,0 +1,7 @@
{
"name": "Unity.Netcode.Components",
"rootNamespace": "Unity.Netcode.Components",
"references": [
"Unity.Netcode.Runtime"
]
}
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@@ -1,6 +1,6 @@
using Unity.Netcode.Prototyping;
using UnityEditor;
using UnityEngine;
using Unity.Netcode.Components;

namespace Unity.Netcode.Editor
{
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Expand Up @@ -3,7 +3,7 @@
"rootNamespace": "Unity.Netcode.Editor",
"references": [
"Unity.Netcode.Runtime",
"Unity.Netcode.Prototyping"
"Unity.Netcode.Components"
],
"includePlatforms": [
"Editor"
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This file was deleted.

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@@ -1,5 +1,5 @@
using NUnit.Framework;
using Unity.Netcode.Prototyping;
using Unity.Netcode.Components;
using UnityEngine;

namespace Unity.Netcode.RuntimeTests
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@@ -1,5 +1,5 @@
using System.Collections;
using Unity.Netcode.Prototyping;
using Unity.Netcode.Components;
using NUnit.Framework;
using UnityEngine.TestTools;

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Expand Up @@ -4,7 +4,7 @@
"references": [
"Unity.Netcode.Runtime",
"Unity.Netcode.Editor",
"Unity.Netcode.Prototyping",
"Unity.Netcode.Components",
"Unity.Collections",
"UnityEngine.TestRunner",
"Unity.Multiplayer.MetricTypes",
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2 changes: 1 addition & 1 deletion testproject/Assets/Scripts/testproject.asmdef
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Expand Up @@ -3,6 +3,6 @@
"references": [
"Unity.Netcode.Runtime",
"Unity.Netcode.Editor",
"Unity.Netcode.Prototyping"
"Unity.Netcode.Components"
]
}
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@@ -1,5 +1,5 @@
using Unity.Netcode;
using Unity.Netcode.Prototyping;
using Unity.Netcode.Components;
using UnityEngine;

namespace Tests.Manual.NetworkAnimatorTests
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Expand Up @@ -5,6 +5,6 @@
"TestProject",
"Unity.Netcode.Runtime",
"Unity.Netcode.Editor",
"Unity.Netcode.Prototyping"
"Unity.Netcode.Components"
]
}