Struct NetworkSceneManager.SceneMap
Provides the status of a loaded scene
Implements
Inherited Members
Namespace: Unity.Netcode
Assembly: Unity.Netcode.Runtime.dll
Syntax
public struct NetworkSceneManager.SceneMap : INetworkSerializable
Fields
LocalHandle
The local handle of the scene.
Declaration
public int LocalHandle
Field Value
Type | Description |
---|---|
int |
MapType
The scene mapping type NetworkSceneManager.MapTypes.
Declaration
public NetworkSceneManager.MapTypes MapType
Field Value
Type | Description |
---|---|
NetworkSceneManager.MapTypes |
MappedLocalHandle
The mapped handled. This could be the ServerHandle or LocalHandle depending upon context (client or server).
Declaration
public int MappedLocalHandle
Field Value
Type | Description |
---|---|
int |
Scene
The Scene struct of the scene mapped.
Declaration
public Scene Scene
Field Value
Type | Description |
---|---|
Scene |
SceneName
The name of the scene
Declaration
public string SceneName
Field Value
Type | Description |
---|---|
string |
ScenePresent
When true, the scene is present.
Declaration
public bool ScenePresent
Field Value
Type | Description |
---|---|
bool |
ServerHandle
The scene's server handle (a.k.a network scene handle)
Declaration
public int ServerHandle
Field Value
Type | Description |
---|---|
int |
Methods
NetworkSerialize<T>(BufferSerializer<T>)
Provides bi-directional serialization to read and write the desired data to serialize this type.
Declaration
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
Parameters
Type | Name | Description |
---|---|---|
BufferSerializer<T> | serializer | The serializer to use to read and write the data. |
Type Parameters
Name | Description |
---|---|
T | Either BufferSerializerReader or BufferSerializerWriter, depending whether the serializer is in read mode or write mode. |