From 5f05e2fd02f4d9e864108aac250afa9ed7756d7c Mon Sep 17 00:00:00 2001 From: vis2k Date: Tue, 25 Jun 2019 11:03:24 +0200 Subject: [PATCH] Don't always log scene index hash message on start anymore. SceneIds work fine now. --- Assets/Mirror/Runtime/NetworkIdentity.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/Mirror/Runtime/NetworkIdentity.cs b/Assets/Mirror/Runtime/NetworkIdentity.cs index 8bc6409dc..931f57d04 100644 --- a/Assets/Mirror/Runtime/NetworkIdentity.cs +++ b/Assets/Mirror/Runtime/NetworkIdentity.cs @@ -351,7 +351,7 @@ public void SetSceneIdSceneHashPartInternal() m_SceneId = (m_SceneId & 0xFFFFFFFF) | shiftedHash; // log it. this is incredibly useful to debug sceneId issues. - Debug.Log(name + " in scene=" + gameObject.scene.name + " scene index hash(" + pathHash.ToString("X") + ") copied into sceneId: " + m_SceneId.ToString("X")); + if (LogFilter.Debug) Debug.Log(name + " in scene=" + gameObject.scene.name + " scene index hash(" + pathHash.ToString("X") + ") copied into sceneId: " + m_SceneId.ToString("X")); } void SetupIDs()