fix(timing): don't apply physics mode to project settings from OnValidate - #1077
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Problem
TimeManager.OnValidatecallsSetInitialValues(), which runsInitializePhysicsMode. WithPhysicsMode.TimeManagerthat setsTime.fixedDeltaTime = TickDeltaandPhysics.simulationMode = SimulationMode.Script(and the 2D equivalent).Outside play mode those properties are the project settings.
OnValidateruns whenever the component is loaded in the editor (opening a scene containing the NetworkManager, touching its inspector, or the build pipeline processing that scene), so the values leak into:Scriptand Time → Fixed Timestep becomes1 / TickRate. Both are written toDynamicsManager.asset/TimeManager.asseton the next save.Scriptphysics and a1 / TickRatetimestep, whatever the project files say.InitializePhysicsModestores the currentTime.fixedDeltaTimeinPlayerPrefs(SavedFixedTimeFN) before overriding it. After the firstOnValidateoverride, every later call storesTickDeltaas the user's value, so exiting play mode can never restore the real setting.Repro
Fixed Update, Fixed Timestep0.02.PhysicsMode.TimeManager(tick rate 30).Scriptand0.0333.Physics.simulationMode == ScriptandTime.fixedDeltaTime == 0.0333.In our project, physics never stepped in scenes without a NetworkManager. Trigger-based interactables in the main menu never fired, even though the project files said
Fixed Update.Fix
OnValidatenow returns early outside play mode. The inspector reads the serialized_tickRatedirectly, andTickDelta/_adjustedTickDeltaare only read at runtime, afterInitializeOnce_Internal → SetInitialValueshas set them. During playOnValidatestill re-applies everything, so play-mode behaviour is unchanged.