From e1b2670fa264679904454d59d253f3b22a5e9ff0 Mon Sep 17 00:00:00 2001 From: JohnCorby Date: Mon, 29 Aug 2022 21:49:13 -0700 Subject: [PATCH] nh makes model ship null --- QSB/ModelShip/ModelShipManager.cs | 7 +++++++ QSB/WorldSync/QSBWorldSync.cs | 2 +- 2 files changed, 8 insertions(+), 1 deletion(-) diff --git a/QSB/ModelShip/ModelShipManager.cs b/QSB/ModelShip/ModelShipManager.cs index 23417fb3..4caae0ff 100644 --- a/QSB/ModelShip/ModelShipManager.cs +++ b/QSB/ModelShip/ModelShipManager.cs @@ -37,6 +37,13 @@ internal class ModelShipManager : WorldObjectManager public override async UniTask BuildWorldObjects(OWScene scene, CancellationToken ct) { + // NH can remove this + var modelShip = QSBWorldSync.GetUnityObject()._modelShipBody; + if (!modelShip) + { + return; + } + if (QSBCore.IsHost) { Instantiate(QSBNetworkManager.singleton.ModelShipPrefab).SpawnWithServerAuthority(); diff --git a/QSB/WorldSync/QSBWorldSync.cs b/QSB/WorldSync/QSBWorldSync.cs index 4c0d6518..f48d9e11 100644 --- a/QSB/WorldSync/QSBWorldSync.cs +++ b/QSB/WorldSync/QSBWorldSync.cs @@ -51,7 +51,7 @@ public static class QSBWorldSync // let NH do things first :) // i think NH only takes like 3 frames to do stuff so this should be okay - await UniTask.DelayFrame(10, cancellationToken: _cts.Token); + await UniTask.DelayFrame(1000, cancellationToken: _cts.Token); GameInit();