Mirror/Assets
Paul Pacheco c8a1a5e56f
feat: now you can assign scenes even if not in Editor (#1576)
* feat: now you can assign scenes even if not in Editor

Instead of using scene name, scenes are now identified by path.
This fixes a couple problems:

1) In the room example, now you can assign the scenes even if they have
not been added to the editor.  This was a constant pain because if you
open the offlinescene, all the scenes got wiped.  You had to add the
scenes to the editor and reassign them all again.   With this PR you
will still need to add them to the editor, but they will remain
assigned.

2) It is possible for multiple scenes to have the same name,  but it is
not possible for multiple scenes to have the same path. So this is
a more robust way to identify scenes

This also greatly simplifies the scene SceneDrawer

BREAKING CHANGE: You will need to reassign your scenes after upgrade

* Automatically fix properties that were using name

If you open a NetworkManager or other gameobject that uses a scene name
it now gets converted to scene path by the SceneDrawer

* Use get scene by name

* Scene can never be null

* Update Assets/Mirror/Examples/AdditiveScenes/Scenes/MainScene.unity

* Issue warning if we drop the scene

* Issue error if scene is lost

* Add suggestion on how to fix the error

* Keep backwards compatibility, check for scene name

* cache the active scene

* Update Assets/Mirror/Editor/SceneDrawer.cs

Co-Authored-By: James Frowen <jamesfrowendev@gmail.com>

* GetSceneByName only works if scene is loaded

* Remove unused using

Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-03-26 17:49:47 +01:00
..
Mirror feat: now you can assign scenes even if not in Editor (#1576) 2020-03-26 17:49:47 +01:00
ScriptTemplates feat: Added Virtual OnRoomStopServer to NetworkRoomManager and Script Template 2020-03-24 22:02:01 -04:00
Mirror.meta Source based instead of dll (#277) 2019-01-13 21:08:54 +01:00
ScriptTemplates.meta add missing meta file 2019-11-23 11:00:49 +09:00