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Scene Events
There are some events that you can register to in order to know the flow of the scene loading events. Below are a list of the available events to hook into for scene loading and short descriptions of what they are for.
Note All of these events are available through the NetworkManager.Instance
so for example playerLoadedScene
would be NetworkManager.Instance.playerLoadedScene
.
This is used on the server to know when a specific player has finished loading into a level.
This is used on the client to know if it has been told by the server to change the scene. This happens just before the scene change is invoked.
This is used on the client and the server to know when the scene has been successfully loaded and is ready to begin with networking code (starting with spawning Network Objects).
Getting Started
Network Contract Wizard (NCW)
Remote Procedure Calls (RPCs)
Unity Integration
Basic Network Samples
Scene Navigation
Master Server
Netcoding Design Patterns
Troubleshooting
Miscellaneous
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Connection Cycle Events
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Rewinding
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Network Logging
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Working with Multiple Sockets
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Modify Master and Standalone servers
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NAT Hole Punching
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UDP LAN Discovery
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Offline Mode
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Ping Pong
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Lobby System
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Upgrading Forge Remastered to Develop branch or different version
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Forge Networking Classic to Remastered Migration Guide
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Script to easily use Forge Networking from sources
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Run Two Unity Instances with Shared Assets for Easiest Dedicated Client Workflow