Jesus Bracho
Jesus Bracho
I'm going to give this a try. :grimacing:
Oh wow! That seems great, sorry for the late response I took a break from the project for a little bit. I'll definitely add it, never knew this project existed.
It doesn't look like the `Spawn` system makes any effort to inspect a prefabs children? ```cs NetworkIdentity identity = GetComponent(entity); if (identity.netId == 0) { // set netId to Entity's...
The `NetworkIdentity`s, when nested end up with the same `prefabId`s as the parent `NetworkIdentity`
The issue is here in `NetworkIdentityAuthoring.cs`: ```cs // is this a prefab? then assign prefab's Guid if (PrefabUtility.IsPartOfPrefabAsset(gameObject)) { string path = AssetDatabase.GetAssetPath(gameObject); ``` `AssetDatabase.GetAssetPath(gameObject)` will return the same path...
Not yet, it was a project I started on but need to complete still 😓
Hey thanks for bringing this up, I'll take a look 👀
Hello! I'd like to tackle this next
It seems to be because of the clustering behavior of MapLibre at certain zoom levels.   If I zoom out the feature count drops, I added a conditional which...
This is a bit tricky, I think the ideal solution would be to somehow turn off clustering when a user is in that "Saved" view.