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Add networkObject.name in NetcodeTransformMessage
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com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3651,7 +3651,7 @@ private void CleanUpOnDestroyOrDespawn()
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#endif
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if (m_CachedNetworkObject != null)
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{
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m_CachedNetworkManager.NetworkTransformRegistration(m_CachedNetworkObject, forUpdate, false);
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m_CachedNetworkManager?.NetworkTransformRegistration(m_CachedNetworkObject, forUpdate, false);
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}
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DeregisterForTickUpdate();

com.unity.netcode.gameobjects/Runtime/Messaging/Messages/NetworkTransformMessage.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -106,7 +106,7 @@ public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int
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var transform = networkObject.ChildNetworkBehaviours[networkBehaviourId] as NetworkTransform;
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if (transform == null)
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{
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Debug.LogError($"[{nameof(NetworkTransformMessage)}][Invalid] Targeted {nameof(NetworkTransform)}, {nameof(NetworkBehaviour.NetworkBehaviourId)} ({networkBehaviourId}), does not exist! Make sure you are not spawning {nameof(NetworkObject)}s with disabled {nameof(GameObject)}s that have {nameof(NetworkBehaviour)} components on them.");
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Debug.LogError($"[{nameof(NetworkTransformMessage)}][Invalid] Targeted {nameof(NetworkTransform)}, {nameof(NetworkBehaviour.NetworkBehaviourId)} ({networkBehaviourId}), does not exist on {networkObject.name}! Make sure you are not spawning {nameof(NetworkObject)}s with disabled {nameof(GameObject)}s that have {nameof(NetworkBehaviour)} components on them.");
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return false;
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}
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