Enum SceneEventType
Assembly: Unity.Netcode.Runtime.dll
Syntax
public enum SceneEventType : byte
Fields
Name |
Description |
ActiveSceneChanged |
Synchronizes clients when the active scene has changed
See: ActiveSceneSynchronization
|
Load |
Load a scene
Invocation: Server Side
Message Flow: Server to client
Event Notification: Both server and client are notified a load scene event started
|
LoadComplete |
A client has finished loading a scene
Invocation: Client Side
Message Flow: Client to Server
Event Notification: Both server and client receive a local notification.
|
LoadEventCompleted |
All clients have finished loading a scene
Invocation: Server Side
Message Flow: Server to Client
Event Notification: Both server and client receive a local notification containing the clients that finished
as well as the clients that timed out(if any).
|
ObjectSceneChanged |
Synchronizes clients when one or more NetworkObjects are migrated into a new scene
See: SceneMigrationSynchronization
|
ReSynchronize |
Game session re-synchronization of NetworkObjects that were destroyed during a Synchronize event
Invocation: Server Side
Message Flow: Server to client
Event Notification: Both server and client receive a local notification
|
Synchronize |
Synchronizes current game session state for newly approved clients
Invocation: Server Side
Message Flow: Server to client
Event Notification: Server and Client receives a local notification (server receives the ClientId being synchronized).
|
SynchronizeComplete |
A client has finished synchronizing from a Synchronize event
Invocation: Client Side
Message Flow: Client to Server
Event Notification: Both server and client receive a local notification.
|
Unload |
Unload a scene
Invocation: Server Side
Message Flow: Server to client
Event Notification: Both server and client are notified an unload scene event started.
|
UnloadComplete |
A client has finished unloading a scene
Invocation: Client Side
Message Flow: Client to Server
Event Notification: Both server and client receive a local notification.
|
UnloadEventCompleted |
All clients have unloaded a scene
Invocation: Server Side
Message Flow: Server to Client
Event Notification: Both server and client receive a local notification containing the clients that finished
as well as the clients that timed out(if any).
|
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