From 63540998c92b622bc3fdcaeec6195e33a6b1aa88 Mon Sep 17 00:00:00 2001 From: vis2k Date: Thu, 8 Oct 2020 12:05:09 +0200 Subject: [PATCH] Remove NetworkServer.Spawn version with assetId --- Assets/Mirror/Runtime/NetworkServer.cs | 19 ------------------- 1 file changed, 19 deletions(-) diff --git a/Assets/Mirror/Runtime/NetworkServer.cs b/Assets/Mirror/Runtime/NetworkServer.cs index 15fd4628c..e18a6e510 100644 --- a/Assets/Mirror/Runtime/NetworkServer.cs +++ b/Assets/Mirror/Runtime/NetworkServer.cs @@ -903,25 +903,6 @@ public static void Spawn(GameObject obj, GameObject ownerPlayer) Spawn(obj, identity.connectionToClient); } - /// - /// This spawns an object like NetworkServer.Spawn() but also assigns Client Authority to the specified client. - /// This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object. - /// - /// The object to spawn. - /// The assetId of the object to spawn. Used for custom spawn handlers. - /// The connection that has authority over the object - public static void Spawn(GameObject obj, Guid assetId, NetworkConnection ownerConnection = null) - { - if (VerifyCanSpawn(obj)) - { - if (GetNetworkIdentity(obj, out NetworkIdentity identity)) - { - identity.assetId = assetId; - } - SpawnObject(obj, ownerConnection); - } - } - static bool CheckForPrefab(GameObject obj) { #if UNITY_EDITOR