Fish-Net: Networking Evolved
  • Overview
    • What is FishNet?
      • Features
        • Unity Compatibility
        • Performance
          • Benchmark Setup
          • Fish-Networking Vs Mirror
      • Pro, Projects, and Support
      • Business Support
      • Development
        • Changelog
        • Roadmap
      • Branding
      • Legal Restrictions
    • Showcase
      • Upcoming Releases
    • Asset Integrations
      • Fish-Network-Discovery
    • Community Resources
  • Guides
    • Getting Started
      • Installing Fish-Networking
      • Getting Connected
      • Preparing Your Player
      • Moving Your Player Around
      • Spawning and Despawning Items
      • Using SyncVars to Sync Colors
      • Connecting to Remote Devices
      • Beyond the Basics
    • High-Level Overview
      • Fundamentals
      • Networking Models
      • Terminology
        • Server, Client, Host
        • Communicating
        • Miscellaneous
      • Transports
    • Features
      • Server and Client Identification
        • Executing on Server or Client
        • NetworkConnections
      • Networked GameObjects and Scripts
        • NetworkObjects
        • NetworkBehaviour
        • Spawning and Despawning
          • Predicted Spawning
          • Nested NetworkObjects
          • Object Pooling
      • Network State Events
      • Network Communication
        • Remote Procedure Calls
        • SyncTypes
          • Customizing Behavior
          • SyncVar
          • SyncList
          • SyncHashSet
          • SyncDictionary
          • SyncTimer
          • SyncStopwatch
          • Custom SyncType
        • Broadcasts
      • Data Serialization
        • Custom Serializers
          • Interface Serializers
          • Inheritance Serializers
      • Ownership
        • Using Ownership To Read Values
      • Area of Interest (Observer System)
        • Modifying Conditions
        • Custom Conditions
      • Scene Management
        • Scene Events
        • Scene Data
          • SceneLookupData
          • SceneLoadData
          • SceneUnloadData
        • Loading Scenes
          • Automatic Online and Offline Scenes
        • Unloading Scenes
        • Scene Stacking
        • Scene Caching
        • Scene Visibility
        • Persisting NetworkObjects
        • Custom Scene Processors
          • Addressables
      • InstanceFinder
      • Addressables
      • Transports
        • Multipass
      • Prediction
        • What Is Client-Side Prediction
        • Configuring PredictionManager
        • Configuring TimeManager
        • Configuring NetworkObject
        • Offline Rigidbodies
        • Interpolations
        • Creating Code
          • Controlling An Object
          • Non-Controlled Object
          • Understanding ReplicateState
            • Using States In Code
            • Predicting States In Code
          • Advanced Controls
        • Custom Comparers
        • PredictionRigidbody
        • Using NetworkColliders
      • Lag Compensation
        • States
        • Raycast
        • Projectiles
    • Upgrading API
    • Server Hosting
      • Edgegap - Official Partner
        • Getting Started with Edgegap
      • Hathora
        • Getting Started with Hathora
      • Amazon Web Services (AWS)
        • Getting Started with AWS
    • Upgrading To Fish-Networking
    • Troubleshooting
      • Technical Limitations
      • Creating Bug Reports
        • Report Example
      • FAQ
  • FishNet Building Blocks
    • Components
      • Managers
        • NetworkManager
        • TimeManager
        • PredictionManager
        • ServerManager
        • ClientManager
        • SceneManager
        • TransportManager
          • IntermediateLayer
        • StatisticsManager
        • ObserverManager
          • HashGrid
        • RollbackManager (Pro Feature)
      • Prediction
        • Network Collider
          • NetworkCollision
          • NetworkCollision2D
          • NetworkTrigger
          • NetworkTrigger2D
        • OfflineRigidbody
        • PredictedOwner
        • PredictedSpawn
      • Utilities
        • PingDisplay
        • BandwidthDisplay
        • Tick Smoothers
          • NetworkTickSmoother
          • OfflineTickSmoother
          • MonoTickSmoother [Obsolete]
          • DetachableNetworkTickSmoother [Obsolete]
      • PlayerSpawner
      • DefaultScene
      • ServerSpawner
      • Authenticator
      • ColliderRollback
      • NetworkAnimator
      • NetworkBehaviour
      • NetworkTransform
      • NetworkObject
      • NetworkObserver
    • Prefabs
      • NetworkManager
      • NetworkHudCanvas
    • ScriptableObjects
      • ObserverConditions
        • DistanceCondition
        • GridCondition
        • HostOnlyCondition
        • MatchCondition
        • OwnerOnlyCondition
        • SceneCondition
      • SpawnablePrefabs
        • DefaultPrefabObjects
        • SinglePrefabObjects
        • DualPrefabObjects
      • LevelLoggingConfiguration
    • Transports
      • Tugboat
      • Multipass
      • Yak (Pro Feature)
      • Bayou
      • FishyWebRTC
      • FishyUnityTransport
      • FishySteamworks (Steam)
      • FishyEOS (Epic Online Services)
      • FishyFacepunch (Steam)
      • FishyRealtime (Photon)
  • API Documentation
    • API Reference
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On this page
  • General
  • Examples
  • Host Behaviour
  1. Guides
  2. Features
  3. Scene Management

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.

General

When loading a scene you can specify in the SceneLoadData whether to AutomaticallyUnload the scene when all Clients unload or leave the scene as an observer. When Unloading the Scene you can override the AutomaticallyUnload options by setting the ServerUnloadMode.

Examples

//When Loading Scenes.
SceneLoadData sld = new SceneLoadData("MainScene");
sld.Options.AutomaticallyUnload = false;

//When Manually Unloading Scenes.
//Whatever you set the ServerUnloadMode to here will override the AutomaticallyUnload
//setting you used when loading the scene earlier.
SceneUnloadData sud = new SceneUnloadData("MainScene");
sud.Options.Mode = ServerUnloadMode.KeepUnused;

Host Behaviour

In situations where the Hosts Server needs to keep a scene loaded, but the Hosts Client was requested to unload that scene. Instead of unloading, the Hosts Client will be removed from the scene using the observer system updating the Clients Scene Visibility. As Host, the Server and Client share the same instance of loaded Scenes and Game Objects. If it were to actually unload a scene from the Host Client, it would also unload on the server.

A Scene Condition must be set in the ObserverManager for you to utilize the ability to have the server keep a scene loaded, and the hosts client not see the objects in that scene.

This usually means that every GameObject with a mesh will have to have a NetworkObject attached if you want the Host Client not to visualize the scene.

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Last updated 1 year ago