Static
Readonly
onCalled when a client presence changes within a scene, after the server rebuilds observers.
When this is called, the client has fully loaded the scene.
Static
Readonly
onCalled when a client presence changes within a scene, before the server rebuilds observers.
Static
GetStatic
GetSearches through the Scenes loaded for a Scene with the given name.
The name has to be without the .unity extension. The name can be the last part of the name as displayed in the BuildSettings window in which case the first Scene that matches will be returned. The name can also the be path as displayed in the Build Settings (still without the .unity extension), in which case only the exact match will be returned. This is case insensitive.
A reference to the Scene, if valid. If not, an invalid Scene is returned. Returns undefined if no scene found.
Static
GetStatic
LoadStatic
LoadLoads a scene for this player. This will also load the scene on server if not already open.
Must be called from server.
The player that will have a scene loaded.
The name of the scene to be loaded. Do not include ".unity"
True to set the newly loaded scene as the active scene.
Static
MoveMove a GameObject from its current Scene to a new Scene.
You can only move root GameObjects from one Scene to another. This means the GameObject to move must not be a child of any other GameObject in its Scene. This only works on GameObjects being moved to a Scene that is already loaded (additive). If you want to load single Scenes, make sure to use DontDestroyOnLoad on the GameObject you would like to move to a new Scene, otherwise Unity deletes it when it loads a new Scene.
Static
SetStatic
UnloadStatic
UnloadUnloads the scene for the player.
If no players are remaining in the scene, the server will also unload the scene.
Must be called from server.
The player that will have the scene unloaded.
The name of scene to be unloaded. Do not include ".unity"
Name of scene to be made the new active scene.
Scene management at run-time.