Skip to main content

Unity.Netcode.NetworkSceneManager

Main class for managing network scenes when EnableSceneManagement is enabled. Uses the Unity.Netcode.SceneEventMessage message to communicate Unity.Netcode.SceneEventData between the server and client(s)

Inheritance#

System.Object

NetworkSceneManager

Implements#

System.IDisposable

Inherited Members#

System.Object.Equals(System.Object)

System.Object.Equals(System.Object, System.Object)

System.Object.GetHashCode()

System.Object.GetType()

System.Object.MemberwiseClone()

System.Object.ReferenceEquals(System.Object, System.Object)

System.Object.ToString()

Syntax#
public class NetworkSceneManager : IDisposable

Fields#

VerifySceneBeforeLoading#

Delegate handler defined by NetworkSceneManager.VerifySceneBeforeLoadingDelegateHandler that is invoked before the server or client loads a scene during an active netcode game session.
Client Side: In order for clients to be notified of this condition you must assign the VerifySceneBeforeLoading delegate handler.
Server Side: LoadScene(String, LoadSceneMode) will return SceneEventProgressStatus.

Declaration#
public NetworkSceneManager.VerifySceneBeforeLoadingDelegateHandler VerifySceneBeforeLoading
Field Value#
TypeDescription
NetworkSceneManager.VerifySceneBeforeLoadingDelegateHandler

Properties#

ClientSynchronizationMode#

LoadSceneMode.Single: All currently loaded scenes on the client will be unloaded and the server's currently active scene will be loaded in single mode on the client unless it was already loaded.
LoadSceneMode.Additive: All currently loaded scenes are left as they are and any newly loaded scenes will be loaded additively. Users need to determine which scenes are valid to load via the VerifySceneBeforeLoading method.

Declaration#
public LoadSceneMode ClientSynchronizationMode { get; }
Property Value#
TypeDescription
LoadSceneMode

Methods#

DisableValidationWarnings(Boolean)#

When set to true, this will disable the console warnings about a scene being invalidated.

Declaration#
public void DisableValidationWarnings(bool disabled)
Parameters#
TypeNameDescription
System.Booleandisabledtrue/false

Dispose()#

Handle NetworkSeneManager clean up

Declaration#
public void Dispose()

LoadScene(String, LoadSceneMode)#

Server side: Loads the scene name in either additive or single loading mode. When applicable, the is delivered within the SceneEvent via OnSceneEvent

Declaration#
public SceneEventProgressStatus LoadScene(string sceneName, LoadSceneMode loadSceneMode)
Parameters#
TypeNameDescription
System.StringsceneNamethe name of the scene to be loaded
LoadSceneModeloadSceneMode
Returns#
TypeDescription
SceneEventProgressStatusSceneEventProgressStatus (Started means it was successful)

SetClientSynchronizationMode(LoadSceneMode)#

This will change how clients are initially synchronized.
LoadSceneMode.Single: All currently loaded scenes on the client will be unloaded and the server's currently active scene will be loaded in single mode on the client unless it was already loaded.
LoadSceneMode.Additive: All currently loaded scenes are left as they are and any newly loaded scenes will be loaded additively. Users need to determine which scenes are valid to load via the VerifySceneBeforeLoading method.

Declaration#
public void SetClientSynchronizationMode(LoadSceneMode mode)
Parameters#
TypeNameDescription
LoadSceneModemodefor initial client synchronization

UnloadScene(Scene)#

Server Side: Unloads an additively loaded scene. If you want to unload a mode loaded scene load another scene. When applicable, the is delivered within the SceneEvent via the OnSceneEvent

Declaration#
public SceneEventProgressStatus UnloadScene(Scene scene)
Parameters#
TypeNameDescription
Scenescene
Returns#
TypeDescription
SceneEventProgressStatusSceneEventProgressStatus (Started means it was successful)

Events#

OnLoad#

Invoked when a Load event is started by the server.
Note: The server and connected client(s) will always receive this notification.

Declaration#
public event NetworkSceneManager.OnLoadDelegateHandler OnLoad
Event Type#
TypeDescription
NetworkSceneManager.OnLoadDelegateHandler

OnLoadComplete#

Invoked when a LoadComplete event is generated by a client or server.
Note: The server receives this message from all clients (including itself). Each client receives their own notification sent to the server.

Declaration#
public event NetworkSceneManager.OnLoadCompleteDelegateHandler OnLoadComplete
Event Type#
TypeDescription
NetworkSceneManager.OnLoadCompleteDelegateHandler

OnLoadEventCompleted#

Invoked when a LoadEventCompleted event is generated by the server. This event signifies the end of an existing Load event as it pertains to all clients connected when the event was started. This event signifies that all clients (and server) have finished the Load event.
Note: this is useful to know when all clients have loaded the same scene (single or additive mode)

Declaration#
public event NetworkSceneManager.OnEventCompletedDelegateHandler OnLoadEventCompleted
Event Type#
TypeDescription
NetworkSceneManager.OnEventCompletedDelegateHandler

OnSceneEvent#

Subscribe to this event to receive all SceneEventType notifications.
For more details review over SceneEvent and SceneEventType.
Alternate Single Event Type Notification Registration Options
To receive only a specific event type notification or a limited set of notifications you can alternately subscribe to each notification type individually via the following events:

  • OnLoad Invoked only when a Load event is being processed
  • OnUnload Invoked only when an Unload event is being processed
  • OnSynchronize Invoked only when a Synchronize event is being processed
  • OnLoadEventCompleted Invoked only when a LoadEventCompleted event is being processed
  • OnUnloadEventCompleted Invoked only when an UnloadEventCompleted event is being processed
  • OnLoadComplete Invoked only when a LoadComplete event is being processed
  • OnUnloadComplete Invoked only when an UnloadComplete event is being processed
  • OnSynchronizeComplete Invoked only when a SynchronizeComplete event is being processed
Declaration#
public event NetworkSceneManager.SceneEventDelegate OnSceneEvent
Event Type#
TypeDescription
NetworkSceneManager.SceneEventDelegate

OnSynchronize#

Invoked when a Synchronize event is started by the server after a client is approved for connection in order to synchronize the client with the currently loaded scenes and NetworkObjects. This event signifies the beginning of the synchronization event.
Note: The server and connected client(s) will always receive this notification. This event is generated on a per newly connected and approved client basis.

Declaration#
public event NetworkSceneManager.OnSynchronizeDelegateHandler OnSynchronize
Event Type#
TypeDescription
NetworkSceneManager.OnSynchronizeDelegateHandler

OnSynchronizeComplete#

Invoked when a SynchronizeComplete event is generated by a client.
Note: The server receives this message from the client, but will never generate this event for itself. Each client receives their own notification sent to the server. This is useful to know that a client has completed the entire connection sequence, loaded all scenes, and synchronized all NetworkObjects.

Declaration#
public event NetworkSceneManager.OnSynchronizeCompleteDelegateHandler OnSynchronizeComplete
Event Type#
TypeDescription
NetworkSceneManager.OnSynchronizeCompleteDelegateHandler

OnUnload#

Invoked when a Unload event is started by the server.
Note: The server and connected client(s) will always receive this notification.

Declaration#
public event NetworkSceneManager.OnUnloadDelegateHandler OnUnload
Event Type#
TypeDescription
NetworkSceneManager.OnUnloadDelegateHandler

OnUnloadComplete#

Invoked when a UnloadComplete event is generated by a client or server.
Note: The server receives this message from all clients (including itself). Each client receives their own notification sent to the server.

Declaration#
public event NetworkSceneManager.OnUnloadCompleteDelegateHandler OnUnloadComplete
Event Type#
TypeDescription
NetworkSceneManager.OnUnloadCompleteDelegateHandler

OnUnloadEventCompleted#

Invoked when a UnloadEventCompleted event is generated by the server. This event signifies the end of an existing Unload event as it pertains to all clients connected when the event was started. This event signifies that all clients (and server) have finished the Unload event.
Note: this is useful to know when all clients have unloaded a specific scene. The will always be for this event.

Declaration#
public event NetworkSceneManager.OnEventCompletedDelegateHandler OnUnloadEventCompleted
Event Type#
TypeDescription
NetworkSceneManager.OnEventCompletedDelegateHandler

Implements#

System.IDisposable