I’d like to use a network lobby but load seperate play scenes for my client and server. Is this possible? I’ve tried with two network lobbies, one of my client and the other on my server and each have a seperate play scene assigned. They both however load the same scene.
I actually did that just well.
In order for this to work, you just have to have separated scene paths for both client and server.
Simply put a boolean member on your NetworkLobbyManager inherited class that would handle a IsServer value that you could set either on the editor or through scripting depending on your needs.
Then, on the scene you want to load, say for instance “Game Scene”, just have it check the ((MyCustomNetworkLobbyManager)NetworkLobbyManager.singleton).IsServer value to let it LoadAdditive your “Client Game Scene” or “Server Game Scene”.
Be aware thow that only the LobbyPlayer and GamePlayer gameobjects wiil synchronize themselves as they are the only ones to be known by the server to exist as well as all the Scene objects you’d have on the base “Game Scene” loaded by the Server.
I did think about additively loading scenes. I’ve gone done a slightly different path that should work now anyway as there are other issues I’m having using the lobby functionality. But thanks anyway!