diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs index e014d847db..f04b27fe69 100644 --- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs +++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs @@ -51,6 +51,7 @@ public uint PrefabIdHash /// /// Object Types + /// Parameter 0 of /// // 0 = Null (when considered a null object type we can ignore) // 1 = Imported Asset @@ -97,11 +98,6 @@ internal void RefreshAllPrefabInstances() } private void OnValidate() - { - GenerateGlobalObjectIdHash(); - } - - internal void GenerateGlobalObjectIdHash() { // do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name)) @@ -147,8 +143,6 @@ internal void GenerateGlobalObjectIdHash() // We must invoke this in order for the modifications to get saved with the scene (does not mark scene as dirty) PrefabUtility.RecordPrefabInstancePropertyModifications(this); } - - NetworkObjectRefreshTool.ProcessScene(gameObject.scene.path); } else // Otherwise, this is a standard network prefab asset so we just mark it dirty for the AssetDatabase to update it {