Field ActiveSceneSynchronization
When set to true and the active scene is changed, this will automatically migrate the NetworkObject into the new active scene on both the server and client instances.
Namespace: Unity.Netcode
Assembly: solution.dll
Syntax
public bool ActiveSceneSynchronization
Returns
Type | Description |
---|---|
bool |
Remarks
- This only applies to dynamically spawned NetworkObjects.
- This only works when using integrated scene management (NetworkSceneManager).
If there are more than one scenes loaded and the currently active scene is unloaded, then typically the SceneManager will automatically assign a new active scene. Similar to DestroyWithScene being set to false, this prevents any NetworkObject from being destroyed with the unloaded active scene by migrating it into the automatically assigned active scene. Additionally, this is can be useful in some seamless scene streaming implementations. Note: Only having ActiveSceneSynchronization set to true will not synchronize clients when changing a NetworkObject's scene via MoveGameObjectToScene. To synchronize clients of a NetworkObject's scene being changed via MoveGameObjectToScene, make sure SceneMigrationSynchronization is enabled (it is by default).