Commit cb6394e
* fix
This is the fix for the in-scene NetworkObjects moved into DDOL and the after a scene transition they become disabled but never re-enabled.
* test
Had to make some private methods internal for testing purposes.
Adding test to validate the fix.
* style
white space fixes.
* style
Adding comment above the primary line of code that is the fix for this PR
* style
removing unused namespace.
* style
removing several LFs
* fix and test
This now tracks the state of NetworkObjects when a full scene transition takes place.
This includes a refactored test for NetworkObjects (dynamically spawned and in-scene placed) that persist a full scene transition.
* test update
This makes sure that DestroyWithScene is set to false for all InSceneNetworkObjectState tests.
* style
Removing whitespace.
* updated changelog
Added entries for the fixes applied in this PR.
* refactor
After peer review during PR Triage we all decided to not change or track a NetworkObject's parent GameObject's state and to not disable during full scene transition.
Removed all active state tracking dictionaries and references as well as removed disabling DDOL migrated GameObjects from the runtime NGO code base.
Adjusted the DDOL test to check the state is maintained throughout the scene transition.
The DDOL test only required a minor
* updated changelog
Updating the changelog to reflect most recent updates.
Co-authored-by: Noel Stephens <noel.stephens@unity3d.com>
1 parent 39fa7b6 commit cb6394e
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lines changed- com.unity.netcode.gameobjects/Runtime/SceneManagement
- testproject/Assets/Tests/Runtime
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