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* refactor
This allows for two different types of client synchronization modes (ClientSynchronizationMode):
LoadSceneMode.Single: All currently loaded scenes on the client will be unloaded and the server's currently active scene will be loaded in single mode on the client unless it was already loaded.
LoadSceneMode.Additive: All currently loaded scenes are left as they are and any newly loaded scenes will be loaded additively. Uses need to determine which scenes are valid to load via the VerifySceneBeforeLoading method.
* refactor and style
Added the ability to squelch the validation warning messages for ClientSynchronizationMode additive as it will throw warnings for every loaded scene you don't want to have the client synchronize.
Updated the comments.
* style
fixing spelling typo.
* test
added Values to the scene loading test that will run the scene loading tests with client synchronization set to both LoadSceneMode.Single and LoadSceneMode.Additive.
* test
Adding verification that the client synchronization mode used by the server when building the client synchronization SceneEventData message is the same value on the client side.
* style
fixing whitespace issue
// Verify that the Client Synchronization Mode set by the server is being received by the client (which means it is applied when loading the first scene)
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