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fix: remove anoying warning when using NetworkVariable as offline var…
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PitouGames committed Apr 19, 2023
1 parent d933d03 commit bf1d982
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3 changes: 2 additions & 1 deletion com.unity.netcode.gameobjects/CHANGELOG.md
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Expand Up @@ -6,7 +6,7 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [1.2.0] - 2022-11-21
## [1.2.0] - 2023-04-20 - Pitou

### Added

Expand All @@ -32,6 +32,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281)
- Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277)
- Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
- Removed anoying warnings when using NetworkVariable in offline mode. (#2279)

### Removed

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Expand Up @@ -85,8 +85,6 @@ public virtual void SetDirty(bool isDirty)
{
if (m_NetworkBehaviour == null)
{
Debug.LogWarning($"NetworkVariable is written to, but doesn't know its NetworkBehaviour yet. " +
"Are you modifying a NetworkVariable before the NetworkObject is spawned?");
return;
}
m_NetworkBehaviour.NetworkManager.MarkNetworkObjectDirty(m_NetworkBehaviour.NetworkObject);
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2 changes: 1 addition & 1 deletion com.unity.netcode.gameobjects/package.json
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@@ -1,5 +1,5 @@
{
"name": "com.unity.netcode.gameobjects",
"name": "com.pitou.netcode.gameobjects",
"displayName": "Netcode for GameObjects",
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
"version": "1.2.0",
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