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fix: prefab processor dirty up port (up port) #3103

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Oct 17, 2024
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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,7 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Fixed

- 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.(#3103)
- Fixed issue with nested `NetworkTransform` components clearing their initial prefab settings when in owner authoritative mode on the server side while using a client-server network topology which resulted in improper synchronization of the nested `NetworkTransform` components. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
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Original file line number Diff line number Diff line change
Expand Up @@ -132,7 +132,7 @@ bool ProcessDeletedAssets(string[] strings)

// Process the imported and deleted assets
var markDirty = ProcessImportedAssets(importedAssets);
markDirty &= ProcessDeletedAssets(deletedAssets);
markDirty |= ProcessDeletedAssets(deletedAssets);

if (markDirty)
{
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