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    • ClientPresenceChangeEventArgs
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Class SceneManager

Handles loading, unloading, and scene visibility for clients.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
SceneManager
Inherited Members
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsByType(System.Type, UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsByType<T>(UnityEngine.FindObjectsInactive, UnityEngine.FindObjectsSortMode)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindFirstObjectByType<T>()
UnityEngine.Object.FindAnyObjectByType<T>()
UnityEngine.Object.FindFirstObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType<T>(UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindFirstObjectByType(System.Type)
UnityEngine.Object.FindAnyObjectByType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.FindFirstObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.FindAnyObjectByType(System.Type, UnityEngine.FindObjectsInactive)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: FishNet.Managing.Scened
Assembly: FishNet.Runtime.dll
Syntax
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/SceneManager")]
public sealed class SceneManager : MonoBehaviour

Properties

NetworkManager

NetworkManager for this script.

Declaration
public NetworkManager NetworkManager { get; }
Property Value
Type Description
NetworkManager

SceneConnections

Connections within each scene.

Declaration
public Dictionary<Scene, HashSet<NetworkConnection>> SceneConnections { get; }
Property Value
Type Description
System.Collections.Generic.Dictionary<UnityEngine.SceneManagement.Scene, System.Collections.Generic.HashSet<NetworkConnection>>

Methods

AddConnectionToScene(NetworkConnection, Scene)

Adds a connection to a scene. This will always be called one connection at a time because connections are only added after they invidually validate loading the scene. Exposed for power users, use caution.

Declaration
public void AddConnectionToScene(NetworkConnection conn, Scene scene)
Parameters
Type Name Description
NetworkConnection conn

Connection to add.

UnityEngine.SceneManagement.Scene scene

Scene to add the connection to.

AddOwnerToDefaultScene(NetworkObject)

Adds the owner of nob to the gameObjects scene if there are no global scenes.

Declaration
public void AddOwnerToDefaultScene(NetworkObject nob)
Parameters
Type Name Description
NetworkObject nob

GetScene(Int32)

Returns a scene by handle.

Declaration
public static Scene GetScene(int sceneHandle)
Parameters
Type Name Description
System.Int32 sceneHandle
Returns
Type Description
UnityEngine.SceneManagement.Scene

GetScene(String, NetworkManager, Boolean)

Returns a scene by name.

Declaration
public static Scene GetScene(string sceneName, NetworkManager nm = null, bool warnIfDuplicates = true)
Parameters
Type Name Description
System.String sceneName

Name of scene to retrieve.

NetworkManager nm

NetworkManager to use for debug print. This value may be left null.

System.Boolean warnIfDuplicates

True to warn if scene name is found loaded multiple times.

Returns
Type Description
UnityEngine.SceneManagement.Scene

GetSceneProcessor()

Script to handle addressables loading and unloading. This field may be blank if addressables are not being used.

Declaration
public SceneProcessorBase GetSceneProcessor()
Returns
Type Description
SceneProcessorBase

LoadConnectionScenes(NetworkConnection, SceneLoadData)

Loads scenes on server and tells connections to load them as well. Other connections will not load this scene.

Declaration
public void LoadConnectionScenes(NetworkConnection conn, SceneLoadData sceneLoadData)
Parameters
Type Name Description
NetworkConnection conn

Connections to load scenes for.

SceneLoadData sceneLoadData

Data about which scenes to load.

LoadConnectionScenes(NetworkConnection[], SceneLoadData)

Loads scenes on server and tells connections to load them as well. Other connections will not load this scene.

Declaration
public void LoadConnectionScenes(NetworkConnection[] conns, SceneLoadData sceneLoadData)
Parameters
Type Name Description
NetworkConnection[] conns

Connections to load scenes for.

SceneLoadData sceneLoadData

Data about which scenes to load.

LoadConnectionScenes(SceneLoadData)

Loads scenes on server without telling clients to load the scenes.

Declaration
public void LoadConnectionScenes(SceneLoadData sceneLoadData)
Parameters
Type Name Description
SceneLoadData sceneLoadData

Data about which scenes to load.

LoadGlobalScenes(SceneLoadData)

Loads scenes on the server and for all clients. Future clients will automatically load these scenes.

Declaration
public void LoadGlobalScenes(SceneLoadData sceneLoadData)
Parameters
Type Name Description
SceneLoadData sceneLoadData

Data about which scenes to load.

RemoveAllConnectionsFromScene(Scene)

Removes all connections from a scene.

Declaration
public void RemoveAllConnectionsFromScene(Scene scene)
Parameters
Type Name Description
UnityEngine.SceneManagement.Scene scene

Scene to remove connections from.

RemoveConnectionsFromNonGlobalScenes(NetworkConnection[])

Removes connections from any scene which is not global. Exposed for power users, use caution.

Declaration
public void RemoveConnectionsFromNonGlobalScenes(NetworkConnection[] conns)
Parameters
Type Name Description
NetworkConnection[] conns

RemoveConnectionsFromScene(NetworkConnection[], Scene)

Removes connections from specified scenes. Exposed for power users, use caution.

Declaration
public void RemoveConnectionsFromScene(NetworkConnection[] conns, Scene scene)
Parameters
Type Name Description
NetworkConnection[] conns

Connections to remove.

UnityEngine.SceneManagement.Scene scene

Scene to remove from.

SetSceneProcessor(SceneProcessorBase)

Sets the SceneProcessor to use.

Declaration
public void SetSceneProcessor(SceneProcessorBase value)
Parameters
Type Name Description
SceneProcessorBase value

UnloadConnectionScenes(NetworkConnection, SceneUnloadData)

Unloads scenes on server and tells a connection to unload them as well. Other connections will not unload this scene.

Declaration
public void UnloadConnectionScenes(NetworkConnection connection, SceneUnloadData sceneUnloadData)
Parameters
Type Name Description
NetworkConnection connection

Connection to unload scenes for.

SceneUnloadData sceneUnloadData

Data about which scenes to unload.

UnloadConnectionScenes(NetworkConnection[], SceneUnloadData)

Unloads scenes on server and tells connections to unload them as well. Other connections will not unload this scene.

Declaration
public void UnloadConnectionScenes(NetworkConnection[] connections, SceneUnloadData sceneUnloadData)
Parameters
Type Name Description
NetworkConnection[] connections

Connections to unload scenes for.

SceneUnloadData sceneUnloadData

Data about which scenes to unload.

UnloadConnectionScenes(SceneUnloadData)

Unloads scenes on server without telling any connections to unload them.

Declaration
public void UnloadConnectionScenes(SceneUnloadData sceneUnloadData)
Parameters
Type Name Description
SceneUnloadData sceneUnloadData

Data about which scenes to unload.

UnloadGlobalScenes(SceneUnloadData)

Unloads scenes on the server and for all clients.

Declaration
public void UnloadGlobalScenes(SceneUnloadData sceneUnloadData)
Parameters
Type Name Description
SceneUnloadData sceneUnloadData

Data about which scenes to unload.

Events

OnActiveSceneSet

Called after the active scene has been set, immediately after scene loads. This will occur before NetworkBehaviour callbacks run for the scene's objects. The boolean will indicate if the scene set active was specified by the user.

Declaration
public event Action<bool> OnActiveSceneSet
Event Type
Type Description
System.Action<System.Boolean>

OnClientLoadedStartScenes

Called when a client loads initial scenes after connecting. Boolean will be true if asServer. This will invoke even if the SceneManager is not used when the client completes fully connecting to the server.

Declaration
public event Action<NetworkConnection, bool> OnClientLoadedStartScenes
Event Type
Type Description
System.Action<NetworkConnection, System.Boolean>

OnClientPresenceChangeEnd

Called when a client presence changes within a scene, after the server rebuilds observers.

Declaration
public event Action<ClientPresenceChangeEventArgs> OnClientPresenceChangeEnd
Event Type
Type Description
System.Action<ClientPresenceChangeEventArgs>

OnClientPresenceChangeStart

Called when a client presence changes within a scene, before the server rebuilds observers.

Declaration
public event Action<ClientPresenceChangeEventArgs> OnClientPresenceChangeStart
Event Type
Type Description
System.Action<ClientPresenceChangeEventArgs>

OnLoadEnd

Called when a scene load ends.

Declaration
public event Action<SceneLoadEndEventArgs> OnLoadEnd
Event Type
Type Description
System.Action<SceneLoadEndEventArgs>

OnLoadPercentChange

Called when completion percentage changes while loading a scene. Value is between 0f and 1f, while 1f is 100% done. Can be used for custom progress bars when loading scenes.

Declaration
public event Action<SceneLoadPercentEventArgs> OnLoadPercentChange
Event Type
Type Description
System.Action<SceneLoadPercentEventArgs>

OnLoadStart

Called when a scene load starts.

Declaration
public event Action<SceneLoadStartEventArgs> OnLoadStart
Event Type
Type Description
System.Action<SceneLoadStartEventArgs>

OnQueueEnd

Called when the scene queue is emptied.

Declaration
public event Action OnQueueEnd
Event Type
Type Description
System.Action

OnQueueStart

Called when a scene change queue has begun. This will only call if a scene has succesfully begun to load or unload. The queue may process any number of scene events. For example: if a scene is told to unload while a load is still in progress, then the unload will be placed in the queue.

Declaration
public event Action OnQueueStart
Event Type
Type Description
System.Action

OnUnloadEnd

Called when a scene unload ends.

Declaration
public event Action<SceneUnloadEndEventArgs> OnUnloadEnd
Event Type
Type Description
System.Action<SceneUnloadEndEventArgs>

OnUnloadStart

Called when a scene unload starts.

Declaration
public event Action<SceneUnloadStartEventArgs> OnUnloadStart
Event Type
Type Description
System.Action<SceneUnloadStartEventArgs>
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