Making ULocalConnectionPerformance test clean up new objects (#1700)

stops testPlayerPrefab was causing problems with OnPostProcessScene in other runtime tests
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James Frowen 2020-04-12 13:44:45 +01:00 committed by GitHub
parent 83d1648913
commit f8f939fd9c
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@ -16,6 +16,13 @@ public override void Awake()
playerPrefab = new GameObject("testPlayerPrefab", typeof(NetworkIdentity));
base.Awake();
}
public override void OnDestroy()
{
base.OnDestroy();
// clean up new object created in awake
Destroy(playerPrefab);
}
}
[Category("Performance")]
public class ULocalConnectionPerformance