Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We’re making changes to the Unity Runtime Fee pricing policy that we announced on September 12th. Access our latest thread for more information!
    Dismiss Notice
  3. Dismiss Notice

Resolved Baking Scene Object Network IDs

Discussion in 'Multiplayer' started by davej256, Dec 9, 2022.

  1. davej256

    davej256

    Joined:
    Nov 11, 2022
    Posts:
    16
    Quick question.

    The client and the server will need a way to differentiate existing scene objects between each other, for example doors on a building. When should these IDs get baked?

    Currently I just have an editor script that goes through every scene object, checks if it contains my network class, writes an ID to it and then saves the scene. Performance-wise, is it fine to run this on the EditorApplication.hierarchyChanged event? Or should I be doing this a different way?

    Any feedback is appreciated.
     
  2. RikuTheFuffs-U

    RikuTheFuffs-U

    Unity Technologies

    Joined:
    Feb 20, 2020
    Posts:
    426
    Hi, what network framework are you using?
     
  3. davej256

    davej256

    Joined:
    Nov 11, 2022
    Posts:
    16
    I'm building one :)

    I think I found my answer after a few hours of digging last night. It seems that PostProcessSceneAttribute is where this should be done, since it gets called at the start of editor play mode, and right before a build.

    For anyone in the future confused about PostProcessSceneAttribute, When you assign a value to a scene object's class during this phase, the values get baked into the build itself, and NOT the editor as well. Took me a while to figure out what was happening since the docs don't mention anything about this.
     
    RikuTheFuffs-U likes this.