Scene Management
Fish-Networking comes with a powerful scene manager tool that enables you to synchronize networked scenes with minimal effort, while also exposing a lot of powerful options.
General
The SceneManager Component has many scene features to support your multiplayer needs. The links below will take you to the different guides for each feature that the SceneManager has to offer.
Visit the API to see the public items exposed to the user in the SceneManager.
Sub pages
Automatic Online and Offline Scenes
If you simply want an online scene to be loaded when the network starts and a different one to be loaded when it stops, then you can do that with a single component.
Scene Events
"Scene Events" are the Invoked Events that happen along the loading and unloading method.
Scene Data
The Data Classes that are needed for the various features to function.
Loading Scenes
Information on how to "load" scenes and the options available to the user while loading.
Unloading Scenes
Information on how to "unload" scenes and the options available to the user while Unloading.
Scene Stacking
"Scene Stacking" is the ability for server or host to load multiple instances of a scene at once, usually with different observers in each scene.
Scene Caching
"Scene Caching" is the ability for the Server to keep a scene loaded when either all clients have unloaded that scene, or stopped observing that scene.
Scene Visibility
"Scene Visibility" guide offers details of using the "Scene Condition" with the ObserverManager, and how to manage Observers in a Scene.
Persisting NetworkObjects
"Persisting NetworkObjects" is the ability to keep a network object's state when loading and unloading scenes. As well as moving an object between scenes.
Custom Scene Processors
Fishnet has the ability for users to create their own Custom Scene Processor for loading and unloading scenes. Using Addressables for example, would need a Custom Scene Processor created.
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