public void UpdateAfterSpawn()
        {
            // this situation can happen when the client does nto see an object
            // but the object is assigned in a syncvar.
            // this can easily happen during spawn if spawning in an unexpected order
            // or if there is AOI in play.
            // in this case we would have a valid net id, but we would not
            // find the object at spawn time

            var goSyncvar = new NetworkBehaviorSyncvar
            {
                _objectLocator = client.World,
                _netId         = serverIdentity.NetId,
                _component     = null,
            };

            Assert.That(goSyncvar.Value, Is.SameAs(clientComponent));
        }
Example #2
0
 public static void WriteNetworkBehaviorSyncVar(this NetworkWriter writer, NetworkBehaviorSyncvar id)
 {
     writer.WritePackedUInt32(id.NetId);
     writer.WritePackedInt32(id.ComponentId);
 }