NebulaValidator
Nebula > Validate Project: checks the things that otherwise only show up as a broken build or a silent mesh.
Nebula.Editor · Packages/com.1by3.nebula/Editor/NebulaValidator.cspublic static class NebulaValidatorNebula > Validate Project: checks the things that otherwise only show up as a broken build or a silent mesh. The config asset, the boot and game scenes in the build settings, the game mode, containers, the network prefab table (including prefabs that kept a scene entity id), a partitioned world's manifest and cell scenes, static batching in cells, scene entities waiting for an id, and joints whose bodies sit in different containers (CheckPhysicsIslands). Each issue is logged with its object as context, so clicking the log line selects it.
Methods
ValidateMenu
[MenuItem("Nebula/Validate Project", priority = -98)]
public static void ValidateMenu();Validate
public static List<Issue> Validate();CheckPhysicsIslands
public static void CheckPhysicsIslands(NebulaConfig config, List<Issue> issues);Warns about every Joint or child ArticulationBody in the open scenes and the network prefabs whose two bodies belong to entities in different containers (or one in a container and one in none). Such a constraint has each side simulated by whichever worker owns that entity, against a kinematic ghost of the other, and Nebula does not make it symmetric. At edit time an entity's container is the Container above it in the hierarchy, else the smallest scene container holding its position, else none (PhysicsIslands). Exposed so tests and tools can run it alone.
CheckContainerPlacement
public static void CheckContainerPlacement(Container container, List<Issue> issues);A container on a child object of an entity is baked as a fixed container and never moves with the entity (a warning). One on an entity's root without a NetworkTransform is reported by CheckMotion as an error.
CheckMotion
public static void CheckMotion(NetworkIdentity identity, List<Issue> issues);Nested types
Severity
public enum SeverityLists the supported severity values.
Members
| Name | Value | Description |
|---|---|---|
Info | ||
Warning | ||
Error |
Issue
public readonly struct IssueStores the values used by issue.
Constructors
Issue
public Issue(Severity severity, string message, Object context = null);Fields
Severity
public readonly Severity Severity;Message
public readonly string Message;Context
public readonly Object Context;Methods
ToString
public override string ToString();