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AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{networkManager.LocalClientId}'s player object!\n{m_InternalErrorLog}");
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{networkManager.LocalClientId}'s player object!");
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{networkManager.LocalClientId}'s player object!");
@@ -104,10 +105,14 @@ public IEnumerator InSceneNetworkObjectSynchAndSpawn([Values] DespawnMode despaw
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Assert.IsTrue(status==SceneEventProgressStatus.Started,$"When attempting to load scene {k_SceneToLoad} was returned the following progress status: {status}");
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// We removed a client from the initial spawn and server should spawn too
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varclientCount=TotalClients-(m_UseHost?1:0);
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// This verifies the scene loaded and the in-scene placed NetworkObjects spawned.
AssertOnTimeout($"Timed out waiting for total spawned in-scene placed NetworkObjects to reach a count of {clientCount} and is currently {NetworkObjectTestComponent.SpawnedInstances.Count}");
AssertOnTimeout($"Timed out waiting for server to finish loading scene {k_SceneToLoad}!");
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// Get the server-side instance of the in-scene NetworkObject
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Assert.True(s_GlobalNetworkObjects.ContainsKey(m_ServerNetworkManager.LocalClientId),$"Could not find server instance of the test in-scene NetworkObject!");
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