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HooferDevelopsLarah ArmstrongchrispopeLPLafontaineBs-omeilia-unity
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Fix SceneEventType Typo (#850)
* Publish staged content (#844) * Merging Develop with Main (#813) (#826) * Updating docs page in 2D space shooter (#810) Updating docs page in 2D space shooter which has a reference to an unconfirmed feature (Prediction) * updating boss room example used in mid-game reconnecting doc (#725) Co-authored-by: Sara [Unity] <[email protected]> Co-authored-by: Christopher Pope <[email protected]> * Update getting-started-boss-room.md (#812) Co-authored-by: LPLafontaineB <[email protected]> Co-authored-by: Sara [Unity] <[email protected]> Co-authored-by: Sam Bellomo <[email protected]> Co-authored-by: Christopher Pope <[email protected]> Co-authored-by: LPLafontaineB <[email protected]> Co-authored-by: Sara [Unity] <[email protected]> Co-authored-by: Sam Bellomo <[email protected]> * small fixes for tutorials (#829) * renamed command line argument and variable in helloworld code snippet * fixing broken link in gp module 2 * fixing indentation issues in gp 1 code snippets * fixing log not corresponding to code example * updating gp table of contents * removing unneeded instructions * Update NGO changelog to 1.1.0 (#834) * Update NGO changelog to 1.1.0 * Add PR and issue links * In-Scene Placed NetworkObject updates for v1.1.0 (#816) * Merging Develop with Main (#813) * Updating docs page in 2D space shooter (#810) Updating docs page in 2D space shooter which has a reference to an unconfirmed feature (Prediction) * updating boss room example used in mid-game reconnecting doc (#725) Co-authored-by: Sara [Unity] <[email protected]> Co-authored-by: Christopher Pope <[email protected]> * Update getting-started-boss-room.md (#812) Co-authored-by: LPLafontaineB <[email protected]> Co-authored-by: Sara [Unity] <[email protected]> Co-authored-by: Sam Bellomo <[email protected]> * Start 1.1.0 updates Just creating a branch to start working on v1.1.0 updates * update updated the spawning and despawning portion. * update Final first pass for in-scene placed NetworkObject documentation updates. * update adding temporary warning to users about in-scene placed NetworkObject parenting. Co-authored-by: Christopher Pope <[email protected]> Co-authored-by: LPLafontaineB <[email protected]> Co-authored-by: Sara [Unity] <[email protected]> Co-authored-by: Sam Bellomo <[email protected]> * WorldPositionStays update (#778) * WorldPositionStays update The update to this documentation requires NGO SDK PR-2146 before it should be made public/merged. * update Still WIP * update additions and adjustments. * update * update final pass adjustments for the PRs suggested updates. Co-authored-by: Christopher Pope <[email protected]> Co-authored-by: Larah Armstrong <[email protected]> * Remove internal comment (#830) * update ClientNetworkTransform information (#791) * update ClientNetworkTransform information This just provides users with a bit more information about setting NetworkTransform into owner/client authoritative mode, * update adjusting the text copy and pointing the example of the ClientNetworkTransform to the co-op samples version * update Applying suggested update for section that outlines how to add the multiplayer samples utilities package to your project. Co-authored-by: Christopher Pope <[email protected]> Co-authored-by: Larah Armstrong <[email protected]> * Updated existing or added missing dark themes to our sequence and scene diagrams! (#838) Co-authored-by: Larah Armstrong <[email protected]> * Add NGO 1.1.0 documentation (#839) * Bump version * update Adjusting the code example to be compliant with the recent updates. Adding additional information about the example in the note. * parenting update Adding some additional language to the parenting related documents and fixing a minor spelling issue. Co-authored-by: NoelStephensUnity <[email protected]> * NGO 1.1.0 release notes (#843) * Fix version drop-down order * Add NGO 1.1.0 release notes * fix: tutorial improvements (#840) * fixing typos and broken links * clarifying the Testing Hello World section * Clarified the usage of OnNetworkSpawn in HelloWorldPlayer * clarified Adding Editor Modes section in GP1 * clarified use of command line helper * Adding high-level explanation of what NetworkManager and UTP are in HelloWorld tutorial, with links to detailed docs * restructured GP1 to have instructions to add script after description of why we add them * adding links to gp_intro Co-authored-by: Larah Armstrong <[email protected]> * Add "coming soon" note to empty pages (#845) * Add Optimizing Boss Room Performance * Revert "Add Optimizing Boss Room Performance" This reverts commit 427c1f2. Co-authored-by: Christopher Pope <[email protected]> Co-authored-by: LPLafontaineB <[email protected]> Co-authored-by: Sara [Unity] <[email protected]> Co-authored-by: Sam Bellomo <[email protected]> Co-authored-by: Noel Stephens <[email protected]> Co-authored-by: Jil Franco <[email protected]> Co-authored-by: NoelStephensUnity <[email protected]> * Fix SceneEventType Typo LoadEvenetCompleted should be LoadEventCompleted. Refer to: https://docs-multiplayer.unity3d.com/netcode/current/api/Unity.Netcode.SceneEventType/index.html Co-authored-by: Larah Armstrong <[email protected]> Co-authored-by: Christopher Pope <[email protected]> Co-authored-by: LPLafontaineB <[email protected]> Co-authored-by: Sara [Unity] <[email protected]> Co-authored-by: Sam Bellomo <[email protected]> Co-authored-by: Noel Stephens <[email protected]> Co-authored-by: Jil Franco <[email protected]> Co-authored-by: NoelStephensUnity <[email protected]>
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docs/basics/scenemanagement/using-networkscenemanager.md

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@@ -117,7 +117,7 @@ The term "Scene Event" refers to all subsequent scene events that transpire over
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The purpose behind the above outline is to demonstrate that a Scene Event can lead to other scene event types being generated and that the entire sequence of events that transpire occur over a longer period of time than if you were loading a scene in a single player game.
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:::tip
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When you receive the `SceneEventType.LoadEvenetCompleted` or the `SceneEventType.SynchronizeComplete` you know that the server or clients can start invoking netcode specific code (i.e. sending Rpcs, updating `NetworkVariable`s, etc.). Alternately, `NetworkManager.OnClientConnectedCallback` is triggered when a client finishes synchronizing and could be used in a similar fashion. _However, that only works for the initial client synchronization and not for scene loading or unloading events._
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When you receive the `SceneEventType.LoadEventCompleted` or the `SceneEventType.SynchronizeComplete` you know that the server or clients can start invoking netcode specific code (i.e. sending Rpcs, updating `NetworkVariable`s, etc.). Alternately, `NetworkManager.OnClientConnectedCallback` is triggered when a client finishes synchronizing and could be used in a similar fashion. _However, that only works for the initial client synchronization and not for scene loading or unloading events._
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:::warning

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