I recently started using Netcode for Gameobjects, and noticed that I ended up with 2 prefabs that have the same hash.
After some investigation, I found that the hash gets corrupt if you use prefab isolation mode to edit the prefabs.
Specifically, GlobalObjecIdHash is just hashing the value of
var globalObjectIdString = UnityEditor.GlobalObjectId.GetGlobalObjectIdSlow(this).ToString();
But this method is returning the same value for any object in prefab isolation mode.
Specifically, it always returns GlobalObjectId_V1-0-00000000000000000000000000000000-0-0
I have two prefabs that somehow ended up serializing these values instead of their in-project-view values.
What can be done to avoid this? I am using NGO 1.5.1 and Unity 2023.1.3f1