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priority:lowThis issue has low priority and will take some time to be resolvedThis issue has low priority and will take some time to be resolvedstat:importedStatus - Issue is tracked internally at UnityStatus - Issue is tracked internally at Unitytype:bugBug ReportBug Report
Description
Describe the bug
The ConnectionApproval
callback allows to pass back a prefab hash to spawn a specific prefab as the player object for the connection player. This is no longer possible by code since prefabs don't have a prefabHash
anymore and GlobalObjectId
is internal.
To Reproduce
Steps to reproduce the behavior:
- Override the connection approval callback in the
NetworkManager
and try spawning a different player object with it.
Actual outcome
It's not possible to do.
Expected outcome
It should work or be removed
Environment (please complete the following information):
- OS: Windows 10
- Unity Version: 2020.3.12f1
- Netcode Version: 1.0.0-pre.2
Myxcil, evilotaku and reddy-programmer
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Labels
priority:lowThis issue has low priority and will take some time to be resolvedThis issue has low priority and will take some time to be resolvedstat:importedStatus - Issue is tracked internally at UnityStatus - Issue is tracked internally at Unitytype:bugBug ReportBug Report