com.unity.netcode.gameobjects
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feat: Adds nested NetworkObject support in prefabs
Allows users to spawn nested NetworkObjects in prefabs. This is done using a new dependent NetworkObjects system.
When you spawn a prefab with nested NetworkObjects, all of the nested NetworkObjects will also be spawned/synchronized. These nested NetworkObjects will be dependent on the root NetworkObject. This means they are initially synchronized in the same message as the root NetworkObject, and cannot outlive the root NetworkObject (when the root gets destroyed the depending NetworkObjects will be destroyed as well). Aside from these two exceptions, depending NetworkObjects behave identically to normal NetworkObjects.
To achieve this I made 3 major changes:
- I added two hidden serialized fields to
NetworkObjectfor saving its dependent NetworkObject and depending NetworkObjects. Respectively, these arem_DependentNetworkObjectandm_DependingNetworkObjects. They are determined inOnValidateand have public getters. - When
Spawn()is called on a NetworkObject, it locally spawns depending NetworkObjects as well. - The
SceneObjectstruct (which contains the data needed to spawn or initially synchronize NetworkObjects) now contains a list ofDependingSceneObjects. This is a new struct that contains a subset of the properties ofSceneObjectalong with aIsSpawnedboolean. When a SceneObject is spawned remotely, the information in theDependingSceneObjectlist is used to initialize the depending NetworkObjects. AnyDependingSceneObjectwhereIsSpawnedis false has its corresponding NetworkObject destroyed instead of initialized. This occurs when a depending NetworkObject has been destroyed before the NetworkObject it is dependent on.
Resolves #2637
Changelog
- Added: The ability to spawn (and properly network) prefabs with nested NetworkObjects
Testing and Documentation
- Adds tests to ensure that:
- Player prefabs can have nested NetworkObjects
- Depending NetworkObjects are reparented properly
- Depending NetworkObjects are deleted properly
- Dependent NetworkObjects are deleted properly
PR has been updated to fix a number of issues and to add tests
Any update on this? The PR is not merged
Still waiting after almost a year :( In my current production it would be rather necessary to have this feature...