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Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
using UnityEditor;
using UnityEngine;

namespace Unity.Netcode.Editor.Configuration
{
[FilePath("ProjectSettings/NetcodeForGameObjects.asset", FilePathAttribute.Location.ProjectFolder)]
public class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
{
internal static readonly string DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
[SerializeField] public string NetworkPrefabsPath = DefaultNetworkPrefabsPath;
public string TempNetworkPrefabsPath;

private void OnEnable()
{
if (NetworkPrefabsPath == "")
{
NetworkPrefabsPath = DefaultNetworkPrefabsPath;
}
TempNetworkPrefabsPath = NetworkPrefabsPath;
}

[SerializeField]
public bool GenerateDefaultNetworkPrefabs;

internal void SaveSettings()
{
Save(true);
}
}
}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Original file line number Diff line number Diff line change
@@ -1,7 +1,4 @@
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;


namespace Unity.Netcode.Editor.Configuration
{
Expand Down Expand Up @@ -40,42 +37,4 @@ internal static void SetAutoAddNetworkObjectSetting(bool autoAddSetting)
EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
}
}

[FilePath("ProjectSettings/NetcodeForGameObjects.settings", FilePathAttribute.Location.ProjectFolder)]
internal class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
{
internal static readonly string DefaultNetworkPrefabsPath = "Assets/DefaultNetworkPrefabs.asset";
[SerializeField] public string NetworkPrefabsPath = DefaultNetworkPrefabsPath;
public string TempNetworkPrefabsPath;

private void OnEnable()
{
if (NetworkPrefabsPath == "")
{
NetworkPrefabsPath = DefaultNetworkPrefabsPath;
}
TempNetworkPrefabsPath = NetworkPrefabsPath;
}

[SerializeField]
[FormerlySerializedAs("GenerateDefaultNetworkPrefabs")]
private byte m_GenerateDefaultNetworkPrefabs;

public bool GenerateDefaultNetworkPrefabs
{
get
{
return m_GenerateDefaultNetworkPrefabs != 0;
}
set
{
m_GenerateDefaultNetworkPrefabs = (byte)(value ? 1 : 0);
}
}

internal void SaveSettings()
{
Save(true);
}
}
}
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,9 @@ MonoBehaviour:
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 0}
m_Script: {fileID: 11500000, guid: 2727d53a542a4c1aa312905c3a02d807, type: 3}
m_Name:
m_EditorClassIdentifier: Unity.Netcode.Editor:Unity.Netcode.Editor.Configuration:NetcodeForGameObjectsProjectSettings
m_EditorClassIdentifier:
NetworkPrefabsPath: Assets/DefaultNetworkPrefabs.asset
TempNetworkPrefabsPath: Assets/DefaultNetworkPrefabs.asset
GenerateDefaultNetworkPrefabs: 1