-
Notifications
You must be signed in to change notification settings - Fork 449
fix: NetcodeIntegrationTest preserve player prefab #2275
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
fix: NetcodeIntegrationTest preserve player prefab #2275
Conversation
|
||
yield return WaitForClientsConnectedOrTimeOut(); | ||
|
||
CheckPrefabs(); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
It'd be great if there could be a quick netvar sync or RPC call here, just to make sure those NMs are really connected together. I'm saying this cause we had silent fails in BR tests where NMs wouldn't connect and the tests would still pass (the connection failures would be outputed as warnings, ignored by our tests)
With latest develop fixes (see PR Unity-Technologies/com.unity.netcode.gameobjects#2275 ) this workaround shouldn't be needed anymore
With latest develop fixes (see PR Unity-Technologies/com.unity.netcode.gameobjects#2275 ) this workaround shouldn't be needed anymore
is this still a relevant PR or should we close it? @NoelStephensUnity |
I have been meaning to circle back to this... it still needs some work and is something that could be useful. |
Closing this PR as this integration testing feature should be looked into after some up-coming architectural changes. |
This fixes an issue where the player prefab would get destroyed if you shutdown the
NetworkManager
assigned to theNetworkManager.Singleton
(which is typically the server). This would occur with any test prefab created withNetcodeIntegrationTest.CreateNetworkObjectPrefab
.Testing and Documentation
PreserveIntegrationTestPrefabs