Hello!
Trying out MPPM. I often use EditorSceneManager.playModeStartScene to first load an initialisation/ entry scene before loading into the desired scene. Something like this usually:
[InitializeOnLoad]
public static class BootLoader
{
static BootLoader()
{
EditorApplication.playModeStateChanged += OnPlayModeChanged;
}
private static void OnPlayModeChanged(PlayModeStateChange obj)
{
if (obj == PlayModeStateChange.ExitingEditMode)
{
EditorSceneManager.playModeStartScene = AssetDatabase.LoadAssetAtPath<SceneAsset>("Assets/Boot.unity");
}
}
}
This seems to confuse MPPM since it tries to sync the boot scene, I get this error:
ArgumentException: Scene file not found: 'Boot'.
UnityEditor.SceneManagement.EditorSceneManager.OpenScene (System.String scenePath, UnityEditor.SceneManagement.OpenSceneMode mode) (at <3e71e083846d4f14a92f58a607b12d8e>:0)
UnityEditor.SceneManagement.EditorSceneManager.OpenScene (System.String scenePath) (at <3e71e083846d4f14a92f58a607b12d8e>:0)
Unity.Multiplayer.Playmode.Workflow.Editor.CloneSceneChangedHandler.ProcessSceneChanged (System.String newScenePath) (at ./Library/PackageCache/com.unity.multiplayer.playmode@0.1.0/Workflow/Editor/Handlers/CloneSceneChangedHandler.cs:26)
Unity.Multiplayer.Playmode.Workflow.Editor.CloneSceneChangedHandler.HandlePlay (System.String newScenePath) (at ./Library/PackageCache/com.unity.multiplayer.playmode@0.1.0/Workflow/Editor/Handlers/CloneSceneChangedHandler.cs:18)
Unity.Multiplayer.Playmode.Workflow.Editor.StandardCloneWorkflow+<>c__DisplayClass0_0.<Initialize>b__6 (System.String scenePath) (at ./Library/PackageCache/com.unity.multiplayer.playmode@0.1.0/Workflow/Editor/Workflow/StandardCloneWorkflow.cs:34)
Unity.Multiplayer.Playmode.Workflow.Editor.PlaymodeEvents.InvokePlay (System.String scenePath) (at ./Library/PackageCache/com.unity.multiplayer.playmode@0.1.0/Workflow/Editor/EditorSystems/Events/PlaymodeEvents.cs:17)
Unity.Multiplayer.Playmode.Workflow.Editor.CloneSystems.<.ctor>b__0_8 (Unity.Multiplayer.Playmode.Workflow.Editor.PlayAllMessage message) (at ./Library/PackageCache/com.unity.multiplayer.playmode@0.1.0/Workflow/Editor/EditorSystems/CloneSystems.cs:38)
Unity.Multiplayer.Playmode.VirtualProjects.Editor.MessagingService+<>c__DisplayClass13_0`1[TMessage].<Register>g__Wrapper|0 (System.Object o) (at ./Library/PackageCache/com.unity.multiplayer.playmode@0.1.0/VirtualProjects/Editor/Messaging/MessagingService.cs:143)
Unity.Multiplayer.Playmode.VirtualProjects.Editor.MessagingService.HandleIncomingData (System.Byte[] bytes) (at ./Library/PackageCache/com.unity.multiplayer.playmode@0.1.0/VirtualProjects/Editor/Messaging/MessagingService.cs:221)
UnityEngine.Debug:LogException(Exception)
Unity.Multiplayer.Playmode.VirtualProjects.Editor.MessagingService:HandleIncomingData(Byte[]) (at ./Library/PackageCache/com.unity.multiplayer.playmode@0.1.0/VirtualProjects/Editor/Messaging/MessagingService.cs:228)
UnityEditor.MPE.ChannelClient:IncomingChannelClientData(Int32, Byte[])
Is it possible to just disable the CloneSceneChangedHandler?