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Fix SceneEventType Typo #850

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2 changes: 1 addition & 1 deletion docs/basics/scenemanagement/using-networkscenemanager.md
Original file line number Diff line number Diff line change
Expand Up @@ -117,7 +117,7 @@ The term "Scene Event" refers to all subsequent scene events that transpire over
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.

:::tip
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._
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._
:::

:::warning
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