using UnityEngine.SceneManagement; namespace FishNet.Managing.Scened { /// <summary> /// Settings to apply when loading a scene. /// </summary> public class LoadOptions { /// <summary> /// 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. /// </summary> [System.NonSerialized] public bool AutomaticallyUnload = true; /// <summary> /// 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. /// </summary> [System.NonSerialized] public bool AllowStacking; /// <summary> /// 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 /// </summary> [System.NonSerialized] public LocalPhysicsMode LocalPhysics = LocalPhysicsMode.None; /// <summary> /// True to reload a scene if it's already loaded. /// This does not function yet. /// </summary> [System.Obsolete("This feature is not functional yet but will be at a later release.")] public bool ReloadScenes; /// <summary> /// 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. /// </summary> public bool Addressables; } }