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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

Syntax#
public enum SceneEventType : byte

Fields#

Name

Description

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).

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).