Skip to content

fix: spawn disabled in scene placed and network prefab registration#4093

Open
NoelStephensUnity wants to merge 8 commits into
develop-2.0.0from
fix/spawn-disabled-in-scene-placed-and-network-prefab-registration
Open

fix: spawn disabled in scene placed and network prefab registration#4093
NoelStephensUnity wants to merge 8 commits into
develop-2.0.0from
fix/spawn-disabled-in-scene-placed-and-network-prefab-registration

Conversation

@NoelStephensUnity

Copy link
Copy Markdown
Member

(WIP)

Purpose of this PR

This PR includes:

  • A fix for not being able to spawn an in-scene placed NetworkObject if it is initially disabled in the scene.
  • A fix for allowing users to spawn dynamically generated NetworkObjects during runtime where the NetworkObject.GlobalObjectIdHash is zero.
  • Some potential edge case exceptions.
  • Overhauled several integration tests that were not properly creating network prefabs.

Jira ticket

WIP

Changelog

  • Fixed: WIP

Documentation

  • No documentation changes or additions were necessary.

Testing & QA (How your changes can be verified during release Playtest)

Functional Testing

Manual testing :

  • Manual testing done

Automated tests:

  • Covered by existing automated tests
  • Covered by new automated tests

Does the change require QA team to:

  • Review automated tests?
  • Execute manual tests?
  • Provide feedback about the PR?

If any boxes above are checked the QA team will be automatically added as a PR reviewer.

Up-port

Up-port is required.

Backports

No back port is required.

- Issue where disabled in-scene placed NetworkObjects could not be spawned after starting a session.
- Issue where users are allowed to spawn a NetworkObject with a GlobalObjectIdHash value of 0 (zero).
NetworkAnimator not pointing to an animator within awake now just logs a warning as opposed to an error.
Updating tests based on the fixes applied to this branch.
A large portion is related to some integration tests trying to spawn NetworkObjects with a GlobalObjectIdHash value of zero(0).
Style and providing internal write access to the prefabs list.
Potentially last iteration on fixing/updating integration tests.
Using the fixed version of NetworkPrefabHandlerSpawnAndSynchronizeTests.
Fixing some issues with prefab and handler creation.
@NoelStephensUnity
NoelStephensUnity marked this pull request as ready for review July 21, 2026 19:10
@NoelStephensUnity
NoelStephensUnity requested a review from a team as a code owner July 21, 2026 19:10
Fixing formatting issues.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant