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Can clients open a scene that they do not have themselves, but the server have, in other words, can the server send scene information to clients that the client doesn’t have?
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Can I import scenes into a compiled program from, lets say, the Resources folder, so that I can use them in the program? If so, how?
(This is intended to be done during runtime) -
How can I read scene names that are not currently running, I know that I can get the name of the scene being run by Application.loadedLevelName however, I want the name of any scene that I can load, how do i do that?
If you’re using the Unity Asset Server (requires Unity Pro and a separate Asset Server client license) then yes, you do that for scenes, prefabs, whatever. If you’re not using that then you can export the scene as a package file, send that package file to the other person who then opens the package file, importing the assets into their local project.
You can import Asset Bundles at run-time, but those are not scenes. Alternatively you can load a *.unity3d file at run time, but again that’s an entire file not just a scene (although you could of course publish a *.unity3d file with just one level/scene ).
You made the files, you know the scene names, use them. If you make a file using names like “Loader”, “Menu”, “Level Foo”, “Level Blah”, etc. then you’ll know the names.