using UnityEngine.SceneManagement; namespace FishNet.Managing.Scened { /// /// Settings to apply when loading a scene. /// public class LoadOptions { /// /// True if to automatically unload the loaded scenes when they are no longer being used by clients. This field only applies to scenes loaded for connections, not globally loaded scenes. /// [System.NonSerialized] public bool AutomaticallyUnload = true; /// /// False if to only load scenes which are not yet loaded. When true a scene may load multiple times; this is known as scene stacking. Only the server is able to stack scenes; clients will load a single instance. Global scenes cannot be stacked. /// [System.NonSerialized] public bool AllowStacking; /// /// LocalPhysics mode to use when loading this scene. Generally this will only be used when applying scene stacking. Only used by the server. /// https://docs.unity3d.com/ScriptReference/SceneManagement.LocalPhysicsMode.html /// [System.NonSerialized] public LocalPhysicsMode LocalPhysics = LocalPhysicsMode.None; /// /// True to reload a scene if it's already loaded. /// This does not function yet. /// [System.Obsolete("This feature is not functional yet but will be at a later release.")] public bool ReloadScenes; /// /// True if scenes should be loaded using addressables. This field only exists for optional use so the user may know if their queue data is using addressables. /// public bool Addressables; } }