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Fix slowdown in prefab generator ignoring recursive flag - #1015

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FirstGearGames merged 29 commits into
FirstGearGames:mainfrom
TrevorSundberg:main
Feb 17, 2026
Merged

FirstGearGames merged 29 commits into
FirstGearGames:mainfrom
TrevorSundberg:main

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@TrevorSundberg

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Fixes #1005
Remove the exit early path since it disregards the recursive bool. This is a performance win when scanning only the /Asset directory (but not any sub-directories).

Prefab generation for a large project went from ~8000ms to ~500ms

belplaton and others added 29 commits December 17, 2025 20:19
[NonSerialized] required because in other case it cause infinity errors in Logs when you select networkmanager in hierarchy

ManagedObjects now observable.
Now we can observer for NetworkObject server/client start/stop events

Now NetworkBehaviour callback safe for error inside user code
These things need to be cleaned up, otherwise after ResetState and respawn they fire and OnChange fires when it shouldn't.

Also... Make sync type settings public explicit
…s-that-bothered-me

- Fixed XML formatting in some areas (FirstGearGames#997).
…ers-multithreaded

Make tick smoothers multithreaded
…-Make-Tick-Smoothers-multithreaded

Revert "Make tick smoothers multithreaded"
@FirstGearGames
FirstGearGames merged commit db0bc2b into FirstGearGames:main Feb 17, 2026
FirstGearGames pushed a commit that referenced this pull request Feb 17, 2026
- Fixed MovePosition/Rotation being unintentionally cleared with velocities (#1009, #1010).
- Fixed NetworkCollider disposing of rather than pooling some collections, resulting in garbage collection.
- Fixed NetworkTrafficStatistics initializing when disabled; this did not result in tracking but did have a neglible runtime performance impact.
- Fixed NetworkTransform.GetChanged including non-synchronized properties (#1016).
- Fixed missing error log when exceeding NetworkBehaviour limit pet NetworkObject.
- Fixed prefab searching being done recursively despite being set not to (#1005 #1015).
- Fixed ObserversRpc.BufferLast not handling ExcludeOwner (#985).
- Fixed smoothers AttachOnStop not working (#1018).
- Improved NetworkTrafficStatics uses TryGetBidirectionalNetworkTraffic rather than assume value is not null. This is to resolve a Unity bug where fields lose value during debug inspection (#1000).
- Improved added additional ProfileMarkers to PredictionManager.
- Improved NetworkTransform performance marginally (#989).
- Improved added ProfileMarkers to ClientManager, ClientObjects/.RpcLinks, NetworkTransform (#989).
- Improved Writer.WriteGuidAllocated obsoleted. Allocations have been removed; use WriteGuid instead (@belplaton).
- Improved added INetworkConnectionBroadcast interface to allow broadcast mocking (#1007).
- Added ManagedObjects.OnSpawnedAdd/Remove/Clear events (#989).
- Added Beta Threaded TickSmoothers (contribution by https://github.com/belplaton)
- Added Beta Threaded Collider Rollback (contribution by https://github.com/belplaton).
- Added ability for NetworkTrafficStatistics to run in headless builds (#1004).
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Recursive flag ignored if there's no excluded paths in prefab generator

4 participants