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    Class NetworkSceneManager

    Main class for managing network scenes when EnableSceneManagement is enabled. Uses the Unity.Netcode.SceneEventMessage message to communicate Unity.Netcode.SceneEventData between the server and client(s)

    Inheritance
    Object
    NetworkSceneManager
    Inherited Members
    Object.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: Unity.Netcode
    Syntax
    public class NetworkSceneManager : IDisposable

    Fields

    VerifySceneBeforeLoading

    Delegate handler defined by NetworkSceneManager.VerifySceneBeforeLoadingDelegateHandler that is invoked before the server or client loads a scene during an active netcode game session.
    Client Side: In order for clients to be notified of this condition you must assign the VerifySceneBeforeLoading delegate handler.
    Server Side: LoadScene(String, LoadSceneMode) will return SceneEventProgressStatus.

    Declaration
    public NetworkSceneManager.VerifySceneBeforeLoadingDelegateHandler VerifySceneBeforeLoading
    Field Value
    Type Description
    NetworkSceneManager.VerifySceneBeforeLoadingDelegateHandler

    Properties

    ClientSynchronizationMode

    LoadSceneMode.Single: All currently loaded scenes on the client will be unloaded and the server's currently active scene will be loaded in single mode on the client unless it was already loaded.
    LoadSceneMode.Additive: All currently loaded scenes are left as they are and any newly loaded scenes will be loaded additively. Users need to determine which scenes are valid to load via the VerifySceneBeforeLoading method.

    Declaration
    public LoadSceneMode ClientSynchronizationMode { get; }
    Property Value
    Type Description
    LoadSceneMode

    Methods

    DisableValidationWarnings(Boolean)

    When set to true, this will disable the console warnings about a scene being invalidated.

    Declaration
    public void DisableValidationWarnings(bool disabled)
    Parameters
    Type Name Description
    Boolean disabled

    true/false

    Dispose()

    Handle NetworkSeneManager clean up

    Declaration
    public void Dispose()
    Implements
    IDisposable.Dispose()

    LoadScene(String, LoadSceneMode)

    Server side: Loads the scene name in either additive or single loading mode. When applicable, the AsyncOperation is delivered within the SceneEvent via OnSceneEvent

    Declaration
    public SceneEventProgressStatus LoadScene(string sceneName, LoadSceneMode loadSceneMode)
    Parameters
    Type Name Description
    String sceneName

    the name of the scene to be loaded

    LoadSceneMode loadSceneMode

    how the scene will be loaded (single or additive mode)

    Returns
    Type Description
    SceneEventProgressStatus

    SceneEventProgressStatus (Started means it was successful)

    SetClientSynchronizationMode(LoadSceneMode)

    This will change how clients are initially synchronized.
    LoadSceneMode.Single: All currently loaded scenes on the client will be unloaded and the server's currently active scene will be loaded in single mode on the client unless it was already loaded.
    LoadSceneMode.Additive: All currently loaded scenes are left as they are and any newly loaded scenes will be loaded additively. Users need to determine which scenes are valid to load via the VerifySceneBeforeLoading method.

    Declaration
    public void SetClientSynchronizationMode(LoadSceneMode mode)
    Parameters
    Type Name Description
    LoadSceneMode mode

    LoadSceneMode for initial client synchronization

    UnloadScene(Scene)

    Server Side: Unloads an additively loaded scene. If you want to unload a Single mode loaded scene load another Single scene. When applicable, the AsyncOperation is delivered within the SceneEvent via the OnSceneEvent

    Declaration
    public SceneEventProgressStatus UnloadScene(Scene scene)
    Parameters
    Type Name Description
    Scene scene
    Returns
    Type Description
    SceneEventProgressStatus

    SceneEventProgressStatus (Started means it was successful)

    Events

    OnLoad

    Invoked when a Load event is started by the server.
    Note: The server and connected client(s) will always receive this notification.
    *** Do not start new scene events within scene event notification callbacks.

    Declaration
    public event NetworkSceneManager.OnLoadDelegateHandler OnLoad
    Event Type
    Type Description
    NetworkSceneManager.OnLoadDelegateHandler

    OnLoadComplete

    Invoked when a LoadComplete event is generated by a client or server.
    Note: The server receives this message from all clients (including itself). Each client receives their own notification sent to the server.
    *** Do not start new scene events within scene event notification callbacks.

    Declaration
    public event NetworkSceneManager.OnLoadCompleteDelegateHandler OnLoadComplete
    Event Type
    Type Description
    NetworkSceneManager.OnLoadCompleteDelegateHandler

    OnLoadEventCompleted

    Invoked when a LoadEventCompleted event is generated by the server. This event signifies the end of an existing Load event as it pertains to all clients connected when the event was started. This event signifies that all clients (and server) have finished the Load event.
    Note: this is useful to know when all clients have loaded the same scene (single or additive mode)
    *** Do not start new scene events within scene event notification callbacks.

    Declaration
    public event NetworkSceneManager.OnEventCompletedDelegateHandler OnLoadEventCompleted
    Event Type
    Type Description
    NetworkSceneManager.OnEventCompletedDelegateHandler

    OnSceneEvent

    Subscribe to this event to receive all SceneEventType notifications.
    For more details review over SceneEvent and SceneEventType.
    Alternate Single Event Type Notification Registration Options
    To receive only a specific event type notification or a limited set of notifications you can alternately subscribe to each notification type individually via the following events:

    • OnLoad Invoked only when a Load event is being processed
    • OnUnload Invoked only when an Unload event is being processed
    • OnSynchronize Invoked only when a Synchronize event is being processed
    • OnLoadEventCompleted Invoked only when a LoadEventCompleted event is being processed
    • OnUnloadEventCompleted Invoked only when an UnloadEventCompleted event is being processed
    • OnLoadComplete Invoked only when a LoadComplete event is being processed
    • OnUnloadComplete Invoked only when an UnloadComplete event is being processed
    • OnSynchronizeComplete Invoked only when a SynchronizeComplete event is being processed
    Note: Do not start new scene events within NetworkSceneManager scene event notification callbacks.

    Declaration
    public event NetworkSceneManager.SceneEventDelegate OnSceneEvent
    Event Type
    Type Description
    NetworkSceneManager.SceneEventDelegate

    OnSynchronize

    Invoked when a Synchronize event is started by the server after a client is approved for connection in order to synchronize the client with the currently loaded scenes and NetworkObjects. This event signifies the beginning of the synchronization event.
    Note: The server and connected client(s) will always receive this notification. This event is generated on a per newly connected and approved client basis.
    *** Do not start new scene events within scene event notification callbacks.

    Declaration
    public event NetworkSceneManager.OnSynchronizeDelegateHandler OnSynchronize
    Event Type
    Type Description
    NetworkSceneManager.OnSynchronizeDelegateHandler

    OnSynchronizeComplete

    Invoked when a SynchronizeComplete event is generated by a client.
    Note: The server receives this message from the client, but will never generate this event for itself. Each client receives their own notification sent to the server. This is useful to know that a client has completed the entire connection sequence, loaded all scenes, and synchronized all NetworkObjects. *** Do not start new scene events within scene event notification callbacks.

    Declaration
    public event NetworkSceneManager.OnSynchronizeCompleteDelegateHandler OnSynchronizeComplete
    Event Type
    Type Description
    NetworkSceneManager.OnSynchronizeCompleteDelegateHandler

    OnUnload

    Invoked when a Unload event is started by the server.
    Note: The server and connected client(s) will always receive this notification.
    *** Do not start new scene events within scene event notification callbacks.

    Declaration
    public event NetworkSceneManager.OnUnloadDelegateHandler OnUnload
    Event Type
    Type Description
    NetworkSceneManager.OnUnloadDelegateHandler

    OnUnloadComplete

    Invoked when a UnloadComplete event is generated by a client or server.
    Note: The server receives this message from all clients (including itself). Each client receives their own notification sent to the server.
    *** Do not start new scene events within scene event notification callbacks.

    Declaration
    public event NetworkSceneManager.OnUnloadCompleteDelegateHandler OnUnloadComplete
    Event Type
    Type Description
    NetworkSceneManager.OnUnloadCompleteDelegateHandler

    OnUnloadEventCompleted

    Invoked when a UnloadEventCompleted event is generated by the server. This event signifies the end of an existing Unload event as it pertains to all clients connected when the event was started. This event signifies that all clients (and server) have finished the Unload event.
    Note: this is useful to know when all clients have unloaded a specific scene. The LoadSceneMode will always be Additive for this event.
    *** Do not start new scene events within scene event notification callbacks.

    Declaration
    public event NetworkSceneManager.OnEventCompletedDelegateHandler OnUnloadEventCompleted
    Event Type
    Type Description
    NetworkSceneManager.OnEventCompletedDelegateHandler
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