Potential Fix/Idea for Network Manager to find DefaultPrefabObjects in project if it is null! #539
Closed
Katerlad
started this conversation in
Feature Request
Replies: 2 comments
-
I believe we can actually just do this without the need for all that trouble. We can do a check on the NetworkManager outside play 'if null' then search the default save path, or whichever path devs specified if they configured it. Should be extremely cheap and fast. |
Beta Was this translation helpful? Give feedback.
0 replies
-
Turns out I already had code I could use for this. Managed to implement it with a few lines of code. 240427-13-20-988.mp4 |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
We could utilize the built in Resources Library in Unity to search for the DefaultPrefabObjects, if the NetworkManager has a null reference to it.
Changing the FishNet folder to have a "Resources" folder in it will allow you to search for "DefaultPrefabsObject" inside it without a taxing load.
The Resource Library is not recommended for full projects with many assets, by Unity, but should suffice for a addon package like Fishnet to lookup one single asset.
You would have to make a folder inside FishNet called "Resources" and a folder inside that called "FishNetAssets" and inside there should be where the "DefaultPrefabObject" Scriptable Object lives.
FishNet => Resources => FishNetAssets => DefaultPrefabObjects
Then the NetworkManager on Serialization into a scene if the PrefabObjects is null!
Do a Resources.Load< ScriptableObject >(FishNetAssets/DefaultPrefabObjects);
Beta Was this translation helpful? Give feedback.
All reactions