Add StickGame Assets
This commit is contained in:
@@ -0,0 +1,39 @@
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user