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Small fixes
1 parent be40aa3 commit dbeccdf

4 files changed

Lines changed: 6 additions & 7 deletions

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com.unity.netcode.gameobjects/Runtime/Components/RigidbodyContactEventManager.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -109,7 +109,7 @@ private void OnEnable()
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{
110110
m_ResultsArray = new NativeArray<JobResultStruct>(16, Allocator.Persistent);
111111
Physics.ContactEvent += Physics_ContactEvent;
112-
if (Instance != null || Instance != this)
112+
if (Instance != null && Instance != this)
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{
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NetworkLog.LogError($"[Invalid][Multiple Instances] Found more than one instance of {nameof(RigidbodyContactEventManager)}: {name} and {Instance.name}");
115115
NetworkLog.LogError($"[Disable][Additional Instance] Disabling {name} instance!");

com.unity.netcode.gameobjects/Runtime/Configuration/CommandLineOptions.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -18,14 +18,14 @@ public class CommandLineOptions
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// Contains the current application instance domain's command line arguments
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private static List<string> s_CommandLineArguments = new List<string>(Environment.GetCommandLineArgs());
2020

21-
#if UNITY_EDITOR
2221
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
23-
private static void ResetStaticsOnLoad()
22+
private static void InitializeOnLoad()
2423
{
2524
Instance = new CommandLineOptions();
25+
#if UNITY_EDITOR
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s_CommandLineArguments = new List<string>(Environment.GetCommandLineArgs());
27-
}
2827
#endif
28+
}
2929

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/// <summary>
3131
/// Returns the value of an argument or null if the argument is not present

com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1581,8 +1581,9 @@ public SceneEventProgressStatus LoadScene(string sceneName, LoadSceneMode loadSc
15811581
internal class SceneUnloadEventHandler
15821582
{
15831583
private static Dictionary<NetworkManager, List<SceneUnloadEventHandler>> s_Instances = new Dictionary<NetworkManager, List<SceneUnloadEventHandler>>();
1584-
[Conditional("UNITY_EDITOR")]
1584+
#if UNITY_EDITOR
15851585
internal static void ResetInstances() => s_Instances = new Dictionary<NetworkManager, List<SceneUnloadEventHandler>>();
1586+
#endif
15861587

15871588
internal static void RegisterScene(NetworkSceneManager networkSceneManager, Scene scene, LoadSceneMode loadSceneMode, AsyncOperation asyncOperation = null)
15881589
{

com.unity.netcode.gameobjects/Runtime/SceneManagement/SceneEventData.cs

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -133,7 +133,6 @@ internal class SceneEventData : IDisposable
133133
private List<NetworkObject> m_NetworkObjectsSync = new List<NetworkObject>();
134134

135135
private List<NetworkObject> m_DespawnedInSceneObjectsSync = new List<NetworkObject>();
136-
private Dictionary<int, List<uint>> m_DespawnedInSceneObjects = new Dictionary<int, List<uint>>();
137136

138137
/// <summary>
139138
/// Server Side Re-Synchronization:
@@ -1005,7 +1004,6 @@ internal void WriteClientSynchronizationResults(FastBufferWriter writer)
10051004
private void DeserializeDespawnedInScenePlacedNetworkObjects()
10061005
{
10071006
// Process all de-spawned in-scene NetworkObjects for this network session
1008-
m_DespawnedInSceneObjects.Clear();
10091007
InternalBuffer.ReadValueSafe(out int despawnedObjectsCount);
10101008
var sceneCache = new Dictionary<NetworkSceneHandle, Dictionary<uint, NetworkObject>>();
10111009

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