public struct NetworkRulesReferenceNames the policy file a node of a prefab or a scene is governed by.
Remarks
The authored half of Set. The registry holds a policy per NetworkId, which is a number the server allocated and therefore something no content can carry; this is a designer's claim about content — this thing plays by these rules — made before any peer has connected and true in every process that loads the asset. NetworkObject makes exactly the same split for exactly the same reason, one question over.
⚠ A name and not a handle, on WaterZoneComponent.WaveAsset's terms. A prefab is content, and content cannot hold a reference to a thing the content build has not loaded yet — so what survives the build is the name the policy calls itself, and NetworkSpawner resolves it against TryGetNamed at the moment an instance gets its id.
⚠ A name that resolves to nothing is not an error and is not silent either. The instance falls back to the registry's default — which is server-authoritative, the safe answer — and NetworkSpawner.UnresolvedRules counts it. A policy that quietly did not apply is how a co-operative game ships with a rule nobody notices is missing until a player cannot pick anything up.
Fields and properties (1)
public string AssetThe Name of the policy that governs this node.
Used by (7)
- ComponentRegistrationVixen.Net.Engine
- NetworkPrefabContentTestsVixen.Net.Engine.Content.Tests
- NetworkRulesContentTestsVixen.Net.Engine.Content.Tests
- NetworkRulesReferenceTestsVixen.Net.Engine.Tests
- NetworkSpawnerVixen.Net.Engine
- TypeRegistrationVixen.Net.Engine
- Vixen_Net_Engine_NetworkRulesReferenceSerializerVixen.Net.Engine