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fix(editor): NetworkPrefabProcessor not marking prefab list dirty #3102

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mbaker3
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@mbaker3 mbaker3 commented Oct 16, 2024

NetworkPrefabProcessor now marks the default NetworkPrefabsList ScriptableObject asset as dirty if there are new imports OR deletions.

The Unity Editor is now aware of the changes and able to write them to disk. This prevents the changes from being lost when the editor is quit and allows them to be tracked in version control.

Previously the script would only mark the list as dirty if there had been both new imports and deletions.

Changelog

  • Fixed: Issue where NetworkPrefabProcessor would not mark the prefab list as dirty and prevent saving the DefaultNetworkPrefabs asset when only imports or only deletes were detected.

Testing and Documentation

  • No tests have been added.
  • No documentation changes or additions were necessary

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.
@mbaker3 mbaker3 requested a review from a team as a code owner October 16, 2024 16:33
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unity-cla-assistant commented Oct 16, 2024

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All committers have signed the CLA.

@NoelStephensUnity NoelStephensUnity enabled auto-merge (squash) October 17, 2024 15:29
@NoelStephensUnity NoelStephensUnity merged commit 1532417 into Unity-Technologies:develop Oct 17, 2024
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@mbaker3 mbaker3 deleted the mbaker3/fix-prefab-processor-dirty branch October 17, 2024 15:47
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Thank you for contributing!
Good catch!

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3 participants