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com.unity.netcode.gameobjects/Runtime Expand file tree Collapse file tree Original file line number Diff line number Diff line change @@ -47,6 +47,8 @@ public class NetworkPrefabs
4747 [ NonSerialized ]
4848 private List < NetworkPrefab > m_Prefabs = new List < NetworkPrefab > ( ) ;
4949
50+ internal List < NetworkPrefab > InternalPrefabs => m_Prefabs ;
51+
5052 [ NonSerialized ]
5153 private Dictionary < uint , NetworkPrefab > m_PrefabHashIds = new Dictionary < uint , NetworkPrefab > ( ) ;
5254
@@ -93,7 +95,7 @@ internal bool IsActualPrefabAsset(NetworkObject networkObject)
9395 var isActualPrefabAsset = false ;
9496 if ( m_PrefabHashIds . TryGetValue ( networkObject . GlobalObjectIdHash , out NetworkPrefab networkPrefab ) )
9597 {
96- switch ( networkPrefab . Override )
98+ switch ( networkPrefab . Override )
9799 {
98100 case NetworkPrefabOverride . Prefab :
99101 case NetworkPrefabOverride . None :
Original file line number Diff line number Diff line change @@ -1603,13 +1603,13 @@ internal void ServerSpawnSceneObjectsOnStartSweep()
16031603 // Then it is not in-scene placed and was pre-instantiated. Spawn dynamically.
16041604 networkObject . InScenePlaced = false ;
16051605 }
1606- else if ( networkObject . InScenePlaced && ! networkObject . InScenePlacedPostProcessorMarkedDuringRuntime )
1606+ else if ( networkObject . InScenePlaced && ! networkObject . InScenePlacedPostProcessorMarkedDuringRuntime )
16071607 {
16081608 // If this was marked as in-scene placed within the editor, then it is valid.
16091609 isInvalidInstanceToSpawn = false ;
16101610 }
16111611
1612- var wasPreInstantiated = ! networkObject . IsSpawned && ! networkObject . InScenePlaced ;
1612+ var wasPreInstantiated = ! networkObject . IsSpawned && ! networkObject . InScenePlaced ;
16131613
16141614 // Dynamically created NetworkObjects instances are not supported and will not be spawned during the sweep.
16151615 if ( wasPreInstantiated && isInvalidInstanceToSpawn )
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