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cleanup
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@ -179,30 +179,20 @@ public NetworkVisibility visibility
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[SerializeField, HideInInspector] string m_AssetId;
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/// <summary>
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/// Unique identifier used to find the source assets when server spawns the on clients.
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/// </summary>
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/// <remarks>
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/// <list type="bullet">
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/// <listheader><description>
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/// The AssetId trick:
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/// </description></listheader>
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/// <item><description>
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/// Ideally we would have a serialized 'Guid m_AssetId' but Unity can't
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/// serialize it because Guid's internal bytes are private
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/// </description></item>
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/// <item><description>
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/// UNET used 'NetworkHash128' originally, with byte0, ..., byte16
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/// which works, but it just unnecessary extra code
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/// </description></item>
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/// <item><description>
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/// Using just the Guid string would work, but it's 32 chars long and
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/// would then be sent over the network as 64 instead of 16 bytes
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/// </description></item>
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/// </list>
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/// The solution is to serialize the string internally here and then
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/// use the real 'Guid' type for everything else via .assetId
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/// </remarks>
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/// <summary>Prefab GUID used to spawn prefabs across the network.</summary>
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//
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// The AssetId trick:
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// Ideally we would have a serialized 'Guid m_AssetId' but Unity can't
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// serialize it because Guid's internal bytes are private
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//
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// UNET used 'NetworkHash128' originally, with byte0, ..., byte16
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// which works, but it just unnecessary extra code
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//
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// Using just the Guid string would work, but it's 32 chars long and
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// would then be sent over the network as 64 instead of 16 bytes
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//
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// => The solution is to serialize the string internally here and then
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// use the real 'Guid' type for everything else via .assetId
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public Guid assetId
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{
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get
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