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RegisterPrefab with assetId: add comment
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@ -350,6 +350,8 @@ public static void RegisterPrefab(GameObject prefab)
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/// <param name="newAssetId">An assetId to be assigned to this GameObject. This allows a dynamically created game object to be registered for an already known asset Id.</param>
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/// <param name="newAssetId">An assetId to be assigned to this GameObject. This allows a dynamically created game object to be registered for an already known asset Id.</param>
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/// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param>
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/// <param name="spawnHandler">A method to use as a custom spawnhandler on clients.</param>
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/// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param>
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/// <param name="unspawnHandler">A method to use as a custom un-spawnhandler on clients.</param>
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// NOTE: registering with assetId is useful for assetbundles etc. a lot
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// of people use this.
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public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
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public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
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{
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{
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// We need this check here because we don't want a null handler in the lambda expression below
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// We need this check here because we don't want a null handler in the lambda expression below
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