Comments (4)
Hey @No3371, sorry for the delayed response.
From what you've described it seems as if the manual_worker_connection_only
option in the load balancing config does what you are looking for?
If this flag is set to true, it will signal the runtime not to start the workers itself and instead wait for you to start and connect them.
You can find an example in https://github.com/spatialos/gdk-for-unity/blob/master/default_launch.json#L37
Toggling this shouldn't require you to regenerate code, but only restart the deployment.
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OK, thanks for the info!
I've made a lot of issues 🤦 So I'm gonna just ask another question here: Is it possible to replace a managed worker with one running inside Unity Editor?
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Is it possible to replace a managed worker with one running inside Unity Editor?
You can use the spatial
CLI to 'replace' a worker running in the cloud - https://documentation.improbable.io/spatialos-tools/docs/cli-reference#section-spatial-project-deployment-worker-replace 😄
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Thanks! I thought that command is starting a new process, didn't notice it's swapping 2 connected workers.
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Related Issues (20)
- MonoBehaviours with a WorkerType annotation, but no requirables, do not get enabled HOT 1
- Local launch errors on MacOS when project path contains spaces HOT 1
- Logfile location for parsing port incorrect on MacOS HOT 14
- Builds which aren't required and the user does not have build support for are not skipped HOT 2
- Schema compiler errors are swallowed by the code generator HOT 2
- The Mobile Launcher window doesn't find Android devices with hyphens in their name HOT 2
- Windows Unable to use Local Launch HOT 4
- 'NetworkConnectionType' does not contain a definition for 'ModularKcp' HOT 3
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- StackOverFlowException on sending CreateEntity HOT 7
- Feature Request: EntityCreation HOT 6
- Feature Request: Support ISharedComponentData generation HOT 4
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- "Map Builder" function is undocumented. HOT 1
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