@@ -65,7 +65,7 @@ internal NetworkObject GetGhostNetworkObjectForSpawn(ulong networkObjectId)
6565 internal readonly Dictionary < ulong , PendingGhostSpawnEntry > GhostsPendingSynchronization = new Dictionary < ulong , PendingGhostSpawnEntry > ( ) ;
6666 internal void RegisterGhostPendingSynchronization ( PendingGhostSpawnEntry pendingGhostSpawnEntry )
6767 {
68- var networkObjectId = pendingGhostSpawnEntry . SceneObject . NetworkObjectId ;
68+ var networkObjectId = pendingGhostSpawnEntry . SerializedObject . NetworkObjectId ;
6969 if ( NetworkManager . LogLevel == LogLevel . Developer )
7070 {
7171 Debug . Log ( $ "[{ nameof ( RegisterGhostPendingSpawn ) } ] Registering { nameof ( NetworkObject ) } -{ networkObjectId } for pending synchronization.") ;
@@ -77,20 +77,20 @@ internal void RegisterGhostPendingSynchronization(PendingGhostSpawnEntry pending
7777 internal void ProcessGhostPendingSynchronization ( ulong networkObjectId , bool removeUponSpawn = true )
7878 {
7979 var ghostPendingSynch = GhostsPendingSynchronization [ networkObjectId ] ;
80- var sceneObject = ghostPendingSynch . SceneObject ;
80+ var serializedObject = ghostPendingSynch . SerializedObject ;
8181 var reader = ghostPendingSynch . Buffer ;
8282 if ( removeUponSpawn )
8383 {
8484 GhostsPendingSynchronization . Remove ( networkObjectId ) ;
8585 }
8686
87- if ( sceneObject . IsSceneObject )
87+ if ( serializedObject . IsSceneObject )
8888 {
89- NetworkManager . SceneManager . SetTheSceneBeingSynchronized ( sceneObject . NetworkSceneHandle ) ;
89+ NetworkManager . SceneManager . SetTheSceneBeingSynchronized ( serializedObject . NetworkSceneHandle ) ;
9090 }
91- var networkObject = NetworkObject . AddSceneObject ( sceneObject , reader , NetworkManager ) ;
91+ var networkObject = NetworkObject . Deserialize ( serializedObject , reader , NetworkManager ) ;
9292 // TODO-UNIFIED: How do we handle the "all in-scene placed objects are spawned notification"?
93- //if (sceneObject .IsSceneObject)
93+ //if (serializedObject .IsSceneObject)
9494 //{
9595 // networkObject.InternalInSceneNetworkObjectsSpawned();
9696 //}
@@ -115,11 +115,11 @@ internal void ProcessAllGhostsPendingSynchronization()
115115 }
116116 foreach ( var ghost in GhostsPendingSynchronization )
117117 {
118- var networkObjectId = ghost . Value . SceneObject . NetworkObjectId ;
118+ var networkObjectId = ghost . Value . SerializedObject . NetworkObjectId ;
119119 if ( GhostsPendingSpawn . ContainsKey ( networkObjectId ) )
120120 {
121121 // Process it, but don't remove it as we handle that a little later
122- ProcessGhostPendingSynchronization ( ghost . Value . SceneObject . NetworkObjectId , false ) ;
122+ ProcessGhostPendingSynchronization ( ghost . Value . SerializedObject . NetworkObjectId , false ) ;
123123 m_GhostSynchronizationPendingRemoval . Add ( networkObjectId ) ;
124124 }
125125 else
@@ -134,7 +134,7 @@ internal void ProcessAllGhostsPendingSynchronization()
134134 }
135135 }
136136
137- foreach ( var networkObjectId in m_GhostSynchronizationPendingRemoval )
137+ foreach ( var networkObjectId in m_GhostSynchronizationPendingRemoval )
138138 {
139139 var entry = GhostsPendingSynchronization [ networkObjectId ] ;
140140 GhostsPendingSynchronization . Remove ( networkObjectId ) ;
@@ -1025,30 +1025,30 @@ internal NetworkObject CreateLocalNetworkObject(NetworkObject.SerializedObject s
10251025 var worldPositionStays = ( ! serializedObject . HasParent ) || serializedObject . WorldPositionStays ;
10261026
10271027#if UNIFIED_NETCODE
1028- if ( sceneObject . HasGhost )
1028+ if ( serializedObject . HasGhost )
10291029 {
10301030 // TODO-UNIFIED: Get this working somehow (or if not possible prevent this from happening prior to getting to this point)
1031- if ( sceneObject . HasInstantiationData )
1031+ if ( serializedObject . HasInstantiationData )
10321032 {
10331033 Debug . LogError ( $ "[{ nameof ( NetworkObject ) } ] Pre-spawn instantiation data does not work in this version!") ;
10341034 }
1035- networkObject = GetGhostNetworkObjectForSpawn ( sceneObject . NetworkObjectId ) ;
1035+ networkObject = GetGhostNetworkObjectForSpawn ( serializedObject . NetworkObjectId ) ;
10361036 if ( networkObject == null )
10371037 {
1038- throw new Exception ( $ "[ { name } ] Failed to get spawned Ghost object!") ;
1038+ throw new Exception ( $ "Failed to get spawned Ghost object!") ;
10391039 }
10401040 }
10411041 else
10421042#endif
10431043 {
10441044 // If scene management is disabled or the NetworkObject was dynamically spawned
1045- if ( ! NetworkManager . NetworkConfig . EnableSceneManagement || ! sceneObject . IsSceneObject )
1045+ if ( ! NetworkManager . NetworkConfig . EnableSceneManagement || ! serializedObject . IsSceneObject )
10461046 {
1047- networkObject = GetNetworkObjectToSpawn ( sceneObject . Hash , sceneObject . OwnerClientId , position , rotation , sceneObject . IsSceneObject , instantiationData ) ;
1047+ networkObject = GetNetworkObjectToSpawn ( serializedObject . Hash , serializedObject . OwnerClientId , position , rotation , serializedObject . IsSceneObject , instantiationData ) ;
10481048 }
10491049 else // Get the in-scene placed NetworkObject
10501050 {
1051- networkObject = NetworkManager . SceneManager . GetSceneRelativeInSceneNetworkObject ( globalObjectIdHash , sceneObject . NetworkSceneHandle ) ;
1051+ networkObject = NetworkManager . SceneManager . GetSceneRelativeInSceneNetworkObject ( globalObjectIdHash , serializedObject . NetworkSceneHandle ) ;
10521052 if ( networkObject == null )
10531053 {
10541054 if ( NetworkLog . CurrentLogLevel <= LogLevel . Error )
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