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forked from cgvr/DeltaVR

deltavr multiplayer 2.0

This commit is contained in:
Toomas Tamm
2023-05-08 15:56:10 +03:00
parent 978809a002
commit 07b9b9e2f4
10937 changed files with 2968397 additions and 1521012 deletions

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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;
}
}