39 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using UnityEngine.SceneManagement;
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| 
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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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| 
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| 
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| } |