feat: Add "RemoveNetworkPrefab" which is necessary for certain addressables implementations#1950
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ShadauxCat merged 8 commits intodevelopfrom May 18, 2022
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…sables implementations
0xFA11
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May 9, 2022
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| public void RemoveNetworkPrefab(GameObject prefab) |
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I'll add tests and in another commit.
why not in this PR?
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It'll be in this PR, I just haven't done it yet.
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I'm trying getting the PR up without tests first so people can start reviewing it while I write the tests. Thought it'd be a little more parallelizable that way.
- Enforced not removing prefabs when ForceSamePrefabs is enabled.
0xFA11
reviewed
May 10, 2022
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| - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) |
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just a note that this PR will also be considered for backport to release/1.0.0 for 1.0.0-pre.10
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May 16, 2022
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Discovered in scenario week: For Addressables use cases that involve dynamically loading and unloading things to keep the memory footprint low, the lack of a
RemoveNetworkPrefabmakes it impossible to unload them properly.Changelog
NetworkManager.RemoveNetworkPrefabto remove a prefab from the prefabs listTesting and Documentation
I'll add tests in another commit to be added to this PR soon.