diff --git a/com.unity.netcode.gameobjects/Editor/NetworkObjectEditor.cs b/com.unity.netcode.gameobjects/Editor/NetworkObjectEditor.cs
index 2b64466e27..d1e3ab5b40 100644
--- a/com.unity.netcode.gameobjects/Editor/NetworkObjectEditor.cs
+++ b/com.unity.netcode.gameobjects/Editor/NetworkObjectEditor.cs
@@ -29,19 +29,19 @@ public class NetworkObjectEditor : UnityEditor.Editor
#if UNIFIED_NETCODE
///
- /// Register for the GhostAdapter removal event.
+ /// Register for the GhostObject removal event.
///
[InitializeOnLoadMethod]
private static void OnApplicationStart()
{
- GhostAdapterEditor.OnGhostAdapterPreRemoval = OnGhostAdapterPreRemoval;
+ GhostObjectEditor.OnGhostObjectPreRemoval = OnGhostObjectPreRemoval;
}
///
- /// Callback to remove the GhostBehaviours prior to removing GhostAdapter.
+ /// Callback to remove the GhostBehaviours prior to removing GhostObject.
///
- /// The with the component being removed.
- private static void OnGhostAdapterPreRemoval(GameObject gameObject)
+ /// The with the component being removed.
+ private static void OnGhostObjectPreRemoval(GameObject gameObject)
{
var ghostBehaviours = gameObject.GetComponentsInChildren();
for (int i = ghostBehaviours.Length - 1; i >= 0; i--)
@@ -49,7 +49,7 @@ private static void OnGhostAdapterPreRemoval(GameObject gameObject)
DestroyImmediate(ghostBehaviours[i], true);
}
var networkObject = gameObject.GetComponent();
- networkObject.GhostAdapter = null;
+ networkObject.GhostObject = null;
networkObject.HasGhost = false;
networkObject.HadBridge = true;
}
diff --git a/com.unity.netcode.gameobjects/Runtime/Components/Helpers/NetworkObjectBridge.cs b/com.unity.netcode.gameobjects/Runtime/Components/Helpers/NetworkObjectBridge.cs
index 93a36cc760..9806c58eb1 100644
--- a/com.unity.netcode.gameobjects/Runtime/Components/Helpers/NetworkObjectBridge.cs
+++ b/com.unity.netcode.gameobjects/Runtime/Components/Helpers/NetworkObjectBridge.cs
@@ -11,19 +11,19 @@ namespace Unity.Netcode
/// specific to the N4E-spawned hybrid prefab instance that has the matching .
///
- [DefaultExecutionOrder(GhostAdapterExecutionOrder.ExecutionOrder + 1)]
+ [DefaultExecutionOrder(GhostObjectExecutionOrder.ExecutionOrder + 1)]
//BREAK --- Fix this on UNIFIED side 1st
public partial class NetworkObjectBridge : GhostBehaviour
{
// DefaultExecutionOrder
- // TODO: Define a const for the value used on GhostAdapter and use that value
- // to set the execution order so if it changes on GhostAdapter it updates here.
+ // TODO: Define a const for the value used on GhostObject and use that value
+ // to set the execution order so if it changes on GhostObject it updates here.
#if UNITY_EDITOR
private void OnValidate()
{
hideFlags = HideFlags.HideInInspector;
- var ghostAdapter = GetComponent();
+ var ghostAdapter = GetComponent();
if (ghostAdapter == null)
{
return;
diff --git a/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs b/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs
index eefe269ca4..b584544245 100644
--- a/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs
+++ b/com.unity.netcode.gameobjects/Runtime/Connection/NetworkClient.cs
@@ -52,7 +52,7 @@ public class NetworkClient
///
/// The ClientId of the NetworkClient
///
- public ulong ClientId;
+ public ulong ClientId { get; internal set; }
///
/// The PlayerObject of the Client
diff --git a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs
index 7c02b6a5d4..d493b65d00 100644
--- a/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs
+++ b/com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs
@@ -365,7 +365,7 @@ private void CheckForInScenePlaced()
#if UNIFIED_NETCODE
[HideInInspector]
[SerializeField]
- internal GhostAdapter GhostAdapter;
+ internal GhostObject GhostObject;
[HideInInspector]
[SerializeField]
@@ -388,16 +388,16 @@ private void OnApplicationUpdate()
internal void UnifiedValidation()
{
NetworkObjectBridge = GetComponent();
- GhostAdapter = GetComponent();
+ GhostObject = GetComponent();
- HasGhost = GhostAdapter != null;
+ HasGhost = GhostObject != null;
if (HasGhost)
{
//TODO: Needs to be validated once develop-2.0.0 is merged.
if (InScenePlaced)
{
Debug.LogError($"This experimental version of NGO does not support hybrid in-scene placed objects.");
- Destroy(GhostAdapter);
+ Destroy(GhostObject);
HasGhost = false;
return;
}
@@ -420,7 +420,7 @@ public void ApplyScale(Vector3 scale)
{
if (HasGhost)
{
- GhostAdapter.ApplyPostTransformMatrixScale(scale);
+ GhostObject.ApplyPostTransformMatrixScale(scale);
}
}
#endif
@@ -3043,7 +3043,7 @@ internal bool InitializeChildNetworkBehaviours()
{
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
// TODO-UNIFIED: This needs to be updated to make it "opt-in".
- // If the GhostAdapter is not configured for prediction but is still using a Rigidbody, then go ahead and remove it on
+ // If the GhostObject is not configured for prediction but is still using a Rigidbody, then go ahead and remove it on
// the client side to improve performance by default.
// TODO-UNIFIED: Determine if recent unified physics updates does not require checking for prediction.
if (NetworkRigidbodies != null)
@@ -3084,8 +3084,8 @@ internal bool InitializeChildNetworkBehaviours()
#if UNIFIED_NETCODE_DESTROY
// When hybrid spawning, the transform is synchronized by the GhostObject.
// As a convenience, we remove and destroy all NetworkTransforms.
- // TODO-Parenting-Related-Area: We need to replicate this functionality in a GhostAdapter
- // Possibly use a "Synchronize" property and display only on children of a root parent GhostAdapter.
+ // TODO-Parenting-Related-Area: We need to replicate this functionality in a GhostObject
+ // Possibly use a "Synchronize" property and display only on children of a root parent GhostObject.
if (NetworkTransforms != null)
{
NetworkManager.Log.Warning(new Logging.Context(LogLevel.Developer, $"[]{name} Hybrid spawned objects do not support {nameof(NetworkTransform)} and " +
@@ -3896,7 +3896,7 @@ private void OnDisable()
Debug.Log("Disabled!");
if (IsSpawned || HasGhost)
{
- if (HasGhost && GhostAdapter.IsPrefab())
+ if (HasGhost && GhostObject.IsPrefab())
{
return;
}
@@ -3933,7 +3933,7 @@ private void InitGhost()
return;
}
- if (!HasGhost || !NetworkObjectBridge || GhostAdapter.IsPrefab())
+ if (!HasGhost || !NetworkObjectBridge || GhostObject.IsPrefab())
{
// Nothing to register
return;
@@ -3944,7 +3944,7 @@ private void InitGhost()
{
Debug.Log($"[{nameof(NetworkObject)}] GhostBridge {name} detected and instantiated.");
}
- if (GhostAdapter.WasInitialized && NetworkObjectBridge.NetworkObjectId.Value != 0)
+ if (GhostObject.WasInitialized && NetworkObjectBridge.NetworkObjectId.Value != 0)
{
NetworkManager.SpawnManager.GhostSpawnManager.RegisterGhostBridge(NetworkObjectBridge.NetworkObjectId.Value, this);
}
diff --git a/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ParentSyncMessage.cs b/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ParentSyncMessage.cs
index 8cd1fcd131..e0d4d4a2bc 100644
--- a/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ParentSyncMessage.cs
+++ b/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/ParentSyncMessage.cs
@@ -125,7 +125,7 @@ public void Handle(ref NetworkContext context)
#if UNIFIED_NETCODE
if (networkObject.HasGhost)
{
- // Handles the GhostAdapter side of things for parenting
+ // Handles the GhostObject side of things for parenting
networkObject.NetworkObjectBridge.HybridParentUpdate(Scale);
}
else
diff --git a/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs b/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs
index 11d9cdbc99..b0db598848 100644
--- a/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs
+++ b/com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs
@@ -2781,7 +2781,7 @@ internal void PopulateScenePlacedObjects(Scene sceneToFilterBy, bool clearSceneP
// We check to make sure the NetworkManager instance is the same one to be "NetcodeIntegrationTestHelpers" compatible and filter the list on a per-scene basis (for additive scenes)
#if UNIFIED_NETCODE
- // TODO: When we solve for GhostAdapter in-scene placed.
+ // TODO: When we solve for GhostObject in-scene placed.
if (!networkObjectInstance.HasGhost && networkObjectInstance.NetworkManagerOwner == NetworkManager && networkObjectInstance.isActiveAndEnabled)
#else
if (networkObjectInstance.NetworkManagerOwner == NetworkManager && networkObjectInstance.isActiveAndEnabled)
diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs b/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs
index 497fbf50df..445055a964 100644
--- a/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs
+++ b/com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs
@@ -733,8 +733,8 @@ public IEnumerator SetUp()
#if UNIFIED_NETCODE
private void RegisterPendingGhost(NetworkObject networkObject, ulong networkObjectId)
{
- var ghost = networkObject.GetComponent();
- Assert.IsNotNull(ghost, $"[RegisterPendingGhost][NetworkObject-{networkObjectId}] Has no {nameof(GhostAdapter)}!");
+ var ghost = networkObject.GetComponent();
+ Assert.IsNotNull(ghost, $"[RegisterPendingGhost][NetworkObject-{networkObjectId}] Has no {nameof(GhostObject)}!");
foreach (var networkManager in m_NetworkManagers)
{
// If the world matches, then register the instance with this NetworkManager's spawn manager.
@@ -1837,9 +1837,9 @@ protected void DestroySceneNetworkObjects()
{
#if UNIFIED_NETCODE
// Handle removing the prefab reference and destroying it
- // and then destroying the ghostAdapter prior to destroying
+ // and then destroying the GhostObject prior to destroying
// a hybrid prefab.
- var ghostAdapter = networkObject.GetComponent();
+ var ghostAdapter = networkObject.GetComponent();
if (ghostAdapter != null)
{
if (ghostAdapter.prefabReference != null)
@@ -2423,10 +2423,10 @@ protected GameObject CreateHybridPrefab(string baseName, bool moveToDDOL = true)
// When adding a Hybrid/Ghost prefab:
// - We disabled the GameObject prior to adding the GhostPrefabReference (so IsPrefab() == true).
- // - Add the GhostAdapter and GhostPrefabReference
+ // - Add the GhostObject and GhostPrefabReference
// - Then set it back to active.
gameObject.SetActive(false);
- var adapter = gameObject.AddComponent();
+ var adapter = gameObject.AddComponent();
// Mark the reference as post processing to avoid registering this instance automatically.
GhostPrefabReference.s_IsPostProcessing = true;
adapter.prefabReference = ScriptableObject.CreateInstance();
@@ -2443,7 +2443,7 @@ protected GameObject CreateHybridPrefab(string baseName, bool moveToDDOL = true)
// with the dependency to prediction manual test).
adapter.SupportedGhostModes = GhostModeMask.Interpolated;
- // Once done with setting up the GhostAdapter, we can set it back to active in the hierarchy
+ // Once done with setting up the GhostObject, we can set it back to active in the hierarchy
gameObject.SetActive(true);
// GhostBehaviours that are part of a prefab will not invoke Ghost.InternalAcquireEntityReference
@@ -2455,12 +2455,12 @@ protected GameObject CreateHybridPrefab(string baseName, bool moveToDDOL = true)
// NetworkObject Ghost specific settings
no.HasGhost = true;
- no.GhostAdapter = adapter;
+ no.GhostObject = adapter;
no.HadBridge = true;
no.NetworkObjectBridge = bridge;
// Disable transform synchronization for NetworkObject serialization
- // since that is handled by the GhostAdapter.
+ // since that is handled by the GhostObject.
no.SynchronizeTransform = false;
// Turn it into a test prefab