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    Class NetworkSceneManager

    This manages the scenes across the network. You can only change the scene using the server. On the client, it deals with the scene change packets.

    When a client joins the server, it will always join into the active scene. If building a party game, ensure the main scene is the lobby.

    Inheritance
    Object
    NetworkSceneManager
    Namespace: FNNLib.SceneManagement
    Assembly: FNNLib.dll
    Syntax
    public static class NetworkSceneManager

    Properties

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    loadedSceneCount

    Declaration
    public static int loadedSceneCount { get; }
    Property Value
    Type Description
    Int32
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    mainSceneCount

    Declaration
    public static int mainSceneCount { get; }
    Property Value
    Type Description
    Int32

    Methods

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    GetNetScene(Scene)

    Declaration
    public static NetworkScene GetNetScene(Scene scene)
    Parameters
    Type Name Description
    Scene scene
    Returns
    Type Description
    NetworkScene
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    GetNetScene(UInt32)

    Declaration
    public static NetworkScene GetNetScene(uint netID = 0U)
    Parameters
    Type Name Description
    UInt32 netID
    Returns
    Type Description
    NetworkScene
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    GetSceneNetID(Scene)

    Declaration
    public static uint GetSceneNetID(Scene scene)
    Parameters
    Type Name Description
    Scene scene
    Returns
    Type Description
    UInt32
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    LoadScene(String, LoadSceneMode, LoadSceneMode, List<UInt64>)

    Load a scene.

    Declaration
    public static NetworkScene LoadScene(string sceneName, LoadSceneMode serverMode = null, LoadSceneMode clientMode = null, List<ulong> clientsToLoadFor = null)
    Parameters
    Type Name Description
    String sceneName

    The scene name.

    LoadSceneMode serverMode

    The mode to load with on the server.

    LoadSceneMode clientMode

    he mode to load with on the client.

    List<UInt64> clientsToLoadFor

    The clients to load the scene for, or null for all clients.

    Returns
    Type Description
    NetworkScene

    The NetworkScene.

    Remarks

    If a scene is loaded for everybody, new clients will also load this scene on connection.

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    LoadSceneOnClient(UInt64, UInt32)

    Tell a client to load a scene that already exists on the server

    Declaration
    public static void LoadSceneOnClient(ulong clientID, uint networkID)
    Parameters
    Type Name Description
    UInt64 clientID
    UInt32 networkID
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    LoadSceneOnClients(List<UInt64>, UInt32)

    Tells a list of clients to load a scene that already exists on the server

    Declaration
    public static void LoadSceneOnClients(List<ulong> clientIDs, uint networkID)
    Parameters
    Type Name Description
    List<UInt64> clientIDs
    UInt32 networkID
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    MoveNetworkObjectToScene(NetworkIdentity, NetworkScene)

    Declaration
    public static void MoveNetworkObjectToScene(NetworkIdentity identity, NetworkScene scene)
    Parameters
    Type Name Description
    NetworkIdentity identity
    NetworkScene scene
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    MoveNetworkObjectToScene(NetworkIdentity, UInt32)

    Declaration
    public static void MoveNetworkObjectToScene(NetworkIdentity identity, uint sceneNetworkID)
    Parameters
    Type Name Description
    NetworkIdentity identity
    UInt32 sceneNetworkID
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    UnloadSceneAsync(UInt32, UInt32)

    Unload a subscene, redirecting any present clients to the fallback scene.

    Declaration
    public static AsyncOperation UnloadSceneAsync(uint netID, uint fallbackScene)
    Parameters
    Type Name Description
    UInt32 netID
    UInt32 fallbackScene
    Returns
    Type Description
    AsyncOperation
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    Back to top (C) 2020 Reece Mackie. Released under the MIT License.