Give us access to NetworkIDs on Runtime to make per UdonBehaviour PlayerData easier to implement
DrBlackRat
Issue:
PlayerData is currently not really usable if you want to have multiple Prefabs of something using it, as we currently don't have an unique ID we could reference that also doesn't change.
Currently you would have to implement your own system giving out IDs to your scripts, so that you can differentiate them.
Suggestion:
A
relatively
easy way to solve this is by giving us access to NetworkIDs on runtime.Doing so would allow us to differentiate between Game Objects when storing PlayerData, by adding that ID to the key.
Log In
DrBlackRat
Apparently there is a method called
Networking.GetUniqueName(gameObject)
which returns a unique string. Sadly it's undocumented and the way it works / generates that string is unknown.Happyrobot33
DrBlackRattthis is the best ive got so far https://www.matthewherber.com/VRCSDK-Documentation-Project/docs/doxygen/html/classVRC_1_1SDKBase_1_1Networking.html#a964201eea41c36cc1a7e374fde7d287d