Class WorldSceneDetails
Serializable data structure containing configuration details for a game scene. Includes client limits, transition visuals, spawn/respawn positions, teleporters, and boundaries.
[Serializable]
public class WorldSceneDetails
- Inheritance
-
WorldSceneDetails
- Inherited Members
Fields
Boundaries
Dictionary of boundaries that define the playable area of the scene.
public SceneBoundaryDictionary Boundaries
Field Value
InitialSpawnPositions
Dictionary of initial spawn positions for characters entering the scene.
public CharacterInitialSpawnPositionDictionary InitialSpawnPositions
Field Value
MapDefinition
The scene's map, player-facing name and authored landmarks.
public WorldMapDefinition MapDefinition
Field Value
Remarks
Null for a scene with no map definition, which is normal: the world map derives its extents from Boundaries in that case and draws without a background image. Nothing on the server reads this, and the definition holds its map texture as an addressable reference precisely so that a dedicated server build does not pull megabytes of map art in through this field.
MaxClients
The maximum number of clients allowed in this scene.
public int MaxClients
Field Value
RespawnPositions
Dictionary of respawn positions for characters after death or re-entry.
public CharacterRespawnPositionDictionary RespawnPositions
Field Value
SceneTransitionImage
The image displayed during scene transitions.
public Sprite SceneTransitionImage
Field Value
- Sprite
Remarks
Resolved at cache-rebuild time from MapDefinition, falling back to the
legacy field on WorldSceneSettings for a scene that has not been baked since the
image moved. Kept as its own field rather than read through the definition so the
loading screen — which runs before any map subsystem exists — does not have to
dereference an asset that may legitimately be absent.
Teleporters
Dictionary of teleporters available in the scene, mapping teleporter IDs to their details.
public SceneTeleporterDictionary Teleporters