Interface for a NetworkRunner scene manager. A scene manager is responsible for loading and unloading scenes
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Inherited by NetworkSceneManagerDummy.
Interface for a NetworkRunner scene manager. A scene manager is responsible for loading and unloading scenes
◆ GetSceneRef() [1/2]
SceneRef GetSceneRef |
( |
GameObject |
gameObject | ) |
|
Gets a SceneRef for the scene that the given GameObject belongs to.
◆ GetSceneRef() [2/2]
SceneRef GetSceneRef |
( |
string |
sceneNameOrPath | ) |
|
Gets a SceneRef for the given scene name or path.
◆ Initialize()
Callback for initialization
◆ IsRunnerScene()
bool IsRunnerScene |
( |
Scene |
scene | ) |
|
Signals if the given scene is the main runner scene. Mostly used for Multipeer logic
◆ LoadScene()
Loads a given scene with the specified parameters.
- Returns
- Returns a NetworkSceneAsyncOp that can be waited
◆ MakeDontDestroyOnLoad()
void MakeDontDestroyOnLoad |
( |
GameObject |
obj | ) |
|
Mark an object as DontDestroyOnLoad
.
◆ MoveGameObjectToScene()
bool MoveGameObjectToScene |
( |
GameObject |
gameObject, |
|
|
SceneRef |
sceneRef |
|
) |
| |
Move a GameObject to a desired scene.
- Returns
- Return true if the operation was successfully
◆ OnSceneInfoChanged()
Implement this method and return true if you want to handle scene info changes manually. Return false if the default scene info change handling should be done by the NetworkRunner instead.
- Returns
- Return true if a custom handling is provided, false otherwise to use the default one
◆ Shutdown()
Callback for shutdown and clean up
◆ TryGetPhysicsScene2D()
bool TryGetPhysicsScene2D |
( |
out PhysicsScene2D |
scene2D | ) |
|
Tries to get the physics scene 2D.
- Returns
- Returns true if the operation was successfully
◆ TryGetPhysicsScene3D()
bool TryGetPhysicsScene3D |
( |
out PhysicsScene |
scene3D | ) |
|
Tries to get the physics scene 3D.
- Returns
- Returns true if the operation was successfully
◆ UnloadScene()
◆ IsBusy
◆ MainRunnerScene
The main scene of the NetworkRunner. Mostly used for Multipeer logic