39 lines
1.8 KiB
C#
39 lines
1.8 KiB
C#
using UnityEngine.SceneManagement;
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namespace FishNet.Managing.Scened
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{
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/// <summary>
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/// Settings to apply when loading a scene.
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/// </summary>
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public class LoadOptions
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{
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/// <summary>
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/// 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.
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/// </summary>
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[System.NonSerialized]
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public bool AutomaticallyUnload = true;
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/// <summary>
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/// 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.
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/// </summary>
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[System.NonSerialized]
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public bool AllowStacking;
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/// <summary>
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/// LocalPhysics mode to use when loading this scene. Generally this will only be used when applying scene stacking. Only used by the server.
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/// https://docs.unity3d.com/ScriptReference/SceneManagement.LocalPhysicsMode.html
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/// </summary>
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[System.NonSerialized]
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public LocalPhysicsMode LocalPhysics = LocalPhysicsMode.None;
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/// <summary>
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/// True to reload a scene if it's already loaded.
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/// This does not function yet.
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/// </summary>
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[System.Obsolete("This feature is not functional yet but will be at a later release.")]
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public bool ReloadScenes;
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/// <summary>
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/// 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.
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/// </summary>
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public bool Addressables;
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}
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} |