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 networkIdentitySyncvar = new NetworkIdentitySyncvar { _objectLocator = client.World, _netId = serverIdentity.NetId, _identity = null, }; Assert.That(networkIdentitySyncvar.Value, Is.SameAs(clientIdentity)); }
public static void WriteNetworkIdentitySyncVar(this NetworkWriter writer, NetworkIdentitySyncvar id) { writer.WritePackedUInt32(id.NetId); }