Prefab Quality of Life Changes
Nobody has claimed this yet.
Assessment
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Newbie friendliness
- 30/100
- Issue type
- Bug
- Clarity
- Needs clarification
- Activity status
- Stale
- Tech stack
- csharp, unity
- Domain
- networking, tooling
Research direction
No file or test is named. Start by reproducing both reported workflows in the Unity Editor: spawn a prefab missing from the Network Prefab List, then create a prefab with a NetworkObject and reopen it. Trace the prefab-list handling and define done as a clear editor warning for the first case and reliable addition to the Default Network Prefab List for the second.
Written by the indexing model from the issue text.
Description
Feedback
There doesn't appear to be any logging in the Editor if you call GetComponent<NetworkObject>().Spawn() after instantiating a Prefab that does not appear in the Network Prefab List. The object will silently fail to appear for clients.
Also, when you create a new prefab with a NetworkObject it does not seem to be automatically added to the Default Network Prefab List. If you re-open your prefab and toggle an object or component on and off, it seems like that is what will get it added to the Default list.
- Dominant language
- C#
- Stars
- 2.3k
- Forks
- 461
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 20
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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