Skip to content

Commit 1532417

Browse files
authored
fix(editor): NetworkPrefabProcessor not marking prefab list dirty (#3102)
NetworkPrefabProcessor now marks the default NetworkPrefabsList ScriptableObject asset as dirty if there are new imports OR deletions. Unity is now aware of the changes and is able to write them to disk.
1 parent 25ec4a5 commit 1532417

File tree

1 file changed

+1
-1
lines changed

1 file changed

+1
-1
lines changed

com.unity.netcode.gameobjects/Editor/Configuration/NetworkPrefabProcessor.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -132,7 +132,7 @@ bool ProcessDeletedAssets(string[] strings)
132132

133133
// Process the imported and deleted assets
134134
var markDirty = ProcessImportedAssets(importedAssets);
135-
markDirty &= ProcessDeletedAssets(deletedAssets);
135+
markDirty |= ProcessDeletedAssets(deletedAssets);
136136

137137
if (markDirty)
138138
{

0 commit comments

Comments
 (0)