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fix: dont allow set of networkSceneName directly (#2100)
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uweeby committed Jul 19, 2020
1 parent 9497886 commit df16a7d
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions Assets/Mirror/Runtime/NetworkManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -790,11 +790,11 @@ public virtual void OnDestroy()
/// The name of the current network scene.
/// </summary>
/// <remarks>
/// <para>This is populated if the NetworkManager is doing scene management. This should not be changed directly. Calls to ServerChangeScene() cause this to change. New clients that connect to a server will automatically load this scene.</para>
/// <para>This is populated if the NetworkManager is doing scene management. Calls to ServerChangeScene() cause this to change. New clients that connect to a server will automatically load this scene.</para>
/// <para>This is used to make sure that all scene changes are initialized by Mirror.</para>
/// <para>Loading a scene manually wont set networkSceneName, so Mirror would still load it again on start.</para>
/// </remarks>
public static string networkSceneName = "";
public static string networkSceneName { get; protected set; } = "";

public static UnityEngine.AsyncOperation loadingSceneAsync;

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