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fix: check NetworkPrefabsList count before rendering GUI (#1861)
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+7
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com.unity.netcode.gameobjects/Editor/NetworkManagerEditor.cs

Lines changed: 7 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -135,9 +135,13 @@ private void OnEnable()
135135
m_NetworkPrefabsList = new ReorderableList(serializedObject, serializedObject.FindProperty(nameof(NetworkManager.NetworkConfig)).FindPropertyRelative(nameof(NetworkConfig.NetworkPrefabs)), true, true, true, true);
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m_NetworkPrefabsList.elementHeightCallback = index =>
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{
138-
var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
139-
var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
140-
var networkOverrideInt = networkOverrideProp.enumValueIndex;
138+
var networkOverrideInt = 0;
139+
if (m_NetworkPrefabsList.count > 0)
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{
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var networkPrefab = m_NetworkPrefabsList.serializedProperty.GetArrayElementAtIndex(index);
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var networkOverrideProp = networkPrefab.FindPropertyRelative(nameof(NetworkPrefab.Override));
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networkOverrideInt = networkOverrideProp.enumValueIndex;
144+
}
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return 8 + (networkOverrideInt == 0 ? EditorGUIUtility.singleLineHeight : (EditorGUIUtility.singleLineHeight * 2) + 5);
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};

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