forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			39 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using UnityEngine.SceneManagement;
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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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} |