Description
We load a scene called Client which sticks around for the entire game. It contains client specific stuff (such as the player).
We has overwrote the VerifySceneBeforeLoading on SceneManager to just allow any scene to be loaded, as a quick hack to allow us to have the Client scene loaded while having the server synchronize the loaded scenes.
As of commit e0bd7eb (PR: #2383) that functionality has been broken, since it now unloads every scene not on the server.
a TODO exists in the new DefaultSceneManagerHandler which says that we need a way to validate if an unload should happen. On my fork (https://github.com/JayPeet/com.unity.netcode.gameobjects/tree/develop) I added a VerifySceneBeforeUnloading and hook it into the DefaultSceneManagerHandlers UnloadUnassignedScenes so we can bypass it for certain scenes.
Not sure if this is how the NGO team would prefer to fix this, so no PR has been opened.
Description
We load a scene called Client which sticks around for the entire game. It contains client specific stuff (such as the player).
We has overwrote the VerifySceneBeforeLoading on SceneManager to just allow any scene to be loaded, as a quick hack to allow us to have the Client scene loaded while having the server synchronize the loaded scenes.
As of commit e0bd7eb (PR: #2383) that functionality has been broken, since it now unloads every scene not on the server.
a TODO exists in the new DefaultSceneManagerHandler which says that we need a way to validate if an unload should happen. On my fork (https://github.com/JayPeet/com.unity.netcode.gameobjects/tree/develop) I added a VerifySceneBeforeUnloading and hook it into the DefaultSceneManagerHandlers UnloadUnassignedScenes so we can bypass it for certain scenes.
Not sure if this is how the NGO team would prefer to fix this, so no PR has been opened.