fix: GlobalObjectidHash serializing invalid values [MTT-7098]#2662
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NoelStephensUnity merged 16 commits intoAug 25, 2023
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WIP: So far this user suggested fix looks promising. Creating a prefab from within a scene no longer requires one to delete the original (in-scene) object and then create a new instance from the newly created prefab. It also is automatically detected and added to the default prefabs. Still needs further testing and investigation.
This reverts commit c1eda40.
…7098' of https://github.com/Unity-Technologies/com.unity.netcode.gameobjects into fix/globalobjectidhash-serializing-invalid-values-mtt-77098
samlucas-unity
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Aug 25, 2023
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This PR resolves several issues with the generation of the
GlobalObjectIdHashvalue:GlobalObjectIdHashvalue could be serialized.GlobalObjectIdHashvalue to be updated but the asset not marked as being dirty.GlobalObjectIdHashvalue.MTT-7098
fix: #2653
fix: #1499
fix: #2664
Changelog
DefaultNetworkPrefabsasset was not enabled by default.GlobalObjectIdHashvalue could be updated but the asset not marked as dirty.GlobalObjectIdHashvalue of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene.GlobalObjectIdHashvalue generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build.Testing and Documentation