diff --git a/Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs b/Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs index d8ce6aa45..79878c7c1 100644 --- a/Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs +++ b/Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs @@ -5,13 +5,11 @@ namespace BossRoom.Server { /// /// Provides various special commands that the Host can use while developing and - /// debugging the game. These are not compiled into release builds. (If you want - /// to disable them for debug builds, disable or remove this component from the - /// BossRoomState prefab.) + /// debugging the game. To disable them, just disable or remove this component from the + /// BossRoomState prefab. /// public class ServerTestingHotkeys : NetworkBehaviour { -#if UNITY_EDITOR || DEVELOPMENT_BUILD [SerializeField] [Tooltip("Enemy to spawn. Make sure this is included in the NetworkManager's list of prefabs!")] private NetworkObject m_EnemyPrefab; @@ -50,12 +48,12 @@ private void Update() if (m_SpawnEnemyKeyCode != KeyCode.None && Input.GetKeyDown(m_SpawnEnemyKeyCode)) { var newEnemy = Instantiate(m_EnemyPrefab); - newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId); + newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId, null, true); } if (m_SpawnBossKeyCode != KeyCode.None && Input.GetKeyDown(m_SpawnBossKeyCode)) { var newEnemy = Instantiate(m_BossPrefab); - newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId); + newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId, null, true); } if (m_InstantQuitKeyCode != KeyCode.None && Input.GetKeyDown(m_InstantQuitKeyCode)) { @@ -63,6 +61,5 @@ private void Update() MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("PostGame"); } } -#endif } }