Describe the bug
The ConnectionApproval callback allows to pass back a prefab hash to spawn a specific prefab as the player object for the connection player. This is no longer possible by code since prefabs don't have a prefabHash anymore and GlobalObjectId is internal.
To Reproduce
Steps to reproduce the behavior:
- Override the connection approval callback in the
NetworkManager and try spawning a different player object with it.
Actual outcome
It's not possible to do.
Expected outcome
It should work or be removed
Environment (please complete the following information):
- OS: Windows 10
- Unity Version: 2020.3.12f1
- Netcode Version: 1.0.0-pre.2
Describe the bug
The
ConnectionApprovalcallback allows to pass back a prefab hash to spawn a specific prefab as the player object for the connection player. This is no longer possible by code since prefabs don't have aprefabHashanymore andGlobalObjectIdis internal.To Reproduce
Steps to reproduce the behavior:
NetworkManagerand try spawning a different player object with it.Actual outcome
It's not possible to do.
Expected outcome
It should work or be removed
Environment (please complete the following information):