UnityEngine.Networking.NetworkScene.RegisterPrefab C# (CSharp) Method

RegisterPrefab() static private method

static private RegisterPrefab ( GameObject prefab ) : void
prefab UnityEngine.GameObject
return void
        internal static void RegisterPrefab(GameObject prefab)
        {
            NetworkIdentity component = prefab.GetComponent<NetworkIdentity>();
            if (component != null)
            {
                if (LogFilter.logDebug)
                {
                    Debug.Log(string.Concat(new object[] { "Registering prefab '", prefab.name, "' as asset:", component.assetId }));
                }
                s_GuidToPrefab[component.assetId] = prefab;
                if ((prefab.GetComponentsInChildren<NetworkIdentity>().Length > 1) && LogFilter.logWarn)
                {
                    Debug.LogWarning("The prefab '" + prefab.name + "' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.");
                }
            }
            else if (LogFilter.logError)
            {
                Debug.LogError("Could not register '" + prefab.name + "' since it contains no NetworkIdentity component");
            }
        }

Same methods

NetworkScene::RegisterPrefab ( GameObject prefab, NetworkHash128 newAssetId ) : void
NetworkScene::RegisterPrefab ( GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler ) : void

Usage Example

 static public void RegisterPrefab(GameObject prefab)
 {
     NetworkScene.RegisterPrefab(prefab);
 }
All Usage Examples Of UnityEngine.Networking.NetworkScene::RegisterPrefab