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Bug Empty Default Network Prefabs in ParrelSync clone

Discussion in 'Netcode for GameObjects' started by ajalonen, May 17, 2023.

  1. ajalonen

    ajalonen

    Joined:
    May 3, 2023
    Posts:
    2
    Hi there!
    I'm trying to test running a host and clients using ParrelSync, but sometimes (on a condition that I haven't figured out yet) the Nework Prefabs list called Defaul Network Prefabs will not generate properly. Because the two lists are inconsistent with each other, the client can't connect to the host.

    Is there a way to regenerate this list, or perhaps it needs to linked somehow in parrelSync that I'm missing. The way the Network Prefab list is being generated is pretty opaque to me, so any tips or pointers for looking into this further would be appreciated!
     
  2. RikuTheFuffs-U

    RikuTheFuffs-U

    Unity Technologies

    Joined:
    Feb 20, 2020
    Posts:
    440
    Did you try right click > reimport on the clone's prefab list?
     
  3. ajalonen

    ajalonen

    Joined:
    May 3, 2023
    Posts:
    2
    I went back and tried reimporting the prefab list asset this morning and it didn't update it. When I deleted the prefab list though, it regenerated correctly.
    Our project uses Perforce for version control, but the clone projects are set to work offline and aren't logged in since they don't need to be shared, but perhaps it's still locking something that's causing the reimport to not do its thing?