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fix: Remove in-editor NetworkVariable console log messages #2562

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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Fixed

- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
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Original file line number Diff line number Diff line change
Expand Up @@ -41,13 +41,11 @@ private void Init(MonoScript script)
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
Debug.Log($"Adding NetworkVariable {fields[i].Name}");
}
if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
{
m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
Debug.Log($"Adding NetworkList {fields[i].Name}");
}
}
}
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