![unity networkview component unity networkview component](http://www.codeproject.com/KB/game/989447/fig_4_net_1.png)
The main way it does this is through its Render Mode options. In Unity, the Canvas component controls where and how the UI is drawn to the screen. I'd be fine with having undos (even though they aren't particularly useful in this case) but I don't want the scene marked dirty when there are actually no changes to save. Just like any artist’s workflow, painting a user interface starts with a canvas. The Bind/PropertyField seems to automatically create undos (even though the component is still marked with dontSave). I've tried binding the required property of the so to the propertyfield and editing works fine, but I can't seem to find a way to stop unity from marking my scene dirty. A networkview present in the scene on load is owned by the server.-A networkview instantiated with a prefab is owned by the one calling Network.Instantiate().-However you can always change the owner by allocating a new ViewID on the machine that should be the owner and publishing it to the other users. Now I want to recreate this editor window with UIToolkit, but I'm struggling with this point. I use withoutUndo because otherwise unity would mark my scene dirty, even though the only change is to a component marked with dontsave. Until now I used a propertyfield and ApplyModifiedPropertiesWithoutUndo on the serialized object created from the temporary component. I have an extra editor window in which I load/configure/save this temporary component. The Component gets marked on creation with HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor. If you want to temporarily detach it based on. Let’s say we have a C file named Rocket that was attached to one of our game objects (the name of the game object doesn’t matter).
#Unity networkview component how to#
I have a script that creates a temporary component when loading data. This short and straight-to-the-post post shows you how to programmatically enable or disable of C file in Unity (not using the checkbox in the Inspector panel).