Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

LoadLevelAsync, Loading Screens and the NetworkLobbyManager

Discussion in 'Multiplayer' started by Vethan, Aug 2, 2015.

  1. Vethan

    Vethan

    Joined:
    Jan 11, 2014
    Posts:
    4
    So, I'm using UNet, and I'm trying to make it so that when the server changes scenes, the clients change scene via a loading screen of some form. Has anyone tried to do something like this yet? I'm thinking I may have to override ServerChangeScene, OnClientSceneChanged and OnServerSceneChanged, but I'm not sure what the default implementations of these look like... Any ideas?
     
    bradywestveer likes this.
  2. Deleted User

    Deleted User

    Guest

  3. Vethan

    Vethan

    Joined:
    Jan 11, 2014
    Posts:
    4
    I may have misdescribed. ServerChangeScene(sceneName) will cause clients to load sceneName.scene. What I want is
    to first load loadscreen.scene, then from loadscreen, load sceneName.scene. Make more sense?
     
  4. hugebug

    hugebug

    Joined:
    Jun 10, 2015
    Posts:
    17
    I am also looking for this feature for a while.
     
  5. bradywestveer

    bradywestveer

    Joined:
    Mar 18, 2015
    Posts:
    6
    Have been looking for this feature as well
     
  6. djgriff

    djgriff

    Joined:
    May 29, 2014
    Posts:
    279
    Dito to this