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Unity.Netcode.SceneEventType

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

Namespace: System.Dynamic.ExpandoObject#
Assembly: MLAPI.dll#
Syntax#
public enum SceneEventType : byte

NameDescription
LoadLoad a scene Invocation: Server Side Message Flow: Server to client Event Notification: Both server and client are notified a load scene event started
LoadCompleteA client has finished loading a scene Invocation: Client Side Message Flow: Client to Server Event Notification: Both server and client receive a local notification
LoadEventCompletedAll 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).
ReSynchronizeGame 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 Note: This will be removed once snapshot and buffered messages are finalized as it will no longer be needed at that point
SynchronizeSynchronize current game session state for 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)
SynchronizeCompleteA 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
UnloadUnload a scene Invocation: Server Side Message Flow: Server to client Event Notification: Both server and client are notified an unload scene event started
UnloadCompleteA client has finished unloading a scene Invocation: Client Side Message Flow: Client to Server Event Notification: Both server and client receive a local notification
UnloadEventCompletedAll 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).