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    Enum SceneEventType

    The different types of scene events communicated between a server and client.
    Used by NetworkSceneManager for SceneEventMessage messages.
    Note: This is only when EnableSceneManagement is enabled.
    See also:
    SceneEvent

    Namespace: Unity.Netcode
    Assembly: solution.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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