LoadLevelAsync, Loading Screens and the NetworkLobbyManager

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?

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NetworkManager.singleton.ServerChangeScene(sceneName);

http://docs.unity3d.com/ScriptReference/Networking.NetworkManager.ServerChangeScene.html

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?

I am also looking for this feature for a while.

Have been looking for this feature as well

Dito to this