Method | Description | |
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CloseScene ( Scene scene, bool removeScene ) : bool |
Close the Scene. If removeScene flag is true, the closed Scene is also removed from EditorSceneManager.
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DetectCrossSceneReferences ( Scene scene ) : bool |
Checks for cross-Scene references in the specified Scene.
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MarkSceneDirty ( Scene scene ) : bool |
Mark the specified Scene as modified.
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MoveSceneAfter ( Scene src, Scene dst ) : void |
Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes after the destination Scene.
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MoveSceneBefore ( Scene src, Scene dst ) : void |
Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes before the destination Scene.
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NewScene ( NewSceneSetup setup, [ mode ) : Scene |
Create a new Scene.
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OpenScene ( string scenePath, [ mode ) : Scene |
Open a Scene in the Editor.
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SaveScene ( Scene scene, [ dstScenePath, [ saveAsCopy ) : bool |
Save a Scene.
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Method | Description | |
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CreateSceneAsset ( string scenePath, bool createDefaultGameObjects ) : bool | ||
EnsureUntitledSceneHasBeenSaved ( string operation ) : bool | ||
GetSceneByHandle ( int handle ) : Scene | ||
GetSceneManagerSetup ( ) : UnityEditor.SceneManagement.SceneSetup[] | ||
GetTargetSceneForNewGameObjects ( ) : Scene | ||
INTERNAL_CALL_CloseScene ( Scene &scene, bool removeScene ) : bool | ||
INTERNAL_CALL_DetectCrossSceneReferences ( Scene &scene ) : bool | ||
INTERNAL_CALL_GetSceneByHandle ( int handle, Scene &value ) : void | ||
INTERNAL_CALL_GetTargetSceneForNewGameObjects ( Scene &value ) : void | ||
INTERNAL_CALL_MarkSceneDirty ( Scene &scene ) : bool | ||
INTERNAL_CALL_MoveSceneAfter ( Scene &src, Scene &dst ) : void | ||
INTERNAL_CALL_MoveSceneBefore ( Scene &src, Scene &dst ) : void | ||
INTERNAL_CALL_NewScene ( NewSceneSetup setup, NewSceneMode mode, Scene &value ) : void | ||
INTERNAL_CALL_OpenScene ( string scenePath, OpenSceneMode mode, Scene &value ) : void | ||
INTERNAL_CALL_ReloadScene ( Scene &scene ) : bool | ||
INTERNAL_CALL_SaveScene ( Scene &scene, string dstScenePath, bool saveAsCopy ) : bool | ||
INTERNAL_CALL_SaveSceneAs ( Scene &scene ) : bool | ||
Internal_NewSceneWasCreated ( Scene scene, NewSceneMode mode ) : void | ||
Internal_SceneWasOpened ( Scene scene, OpenSceneMode mode ) : void | ||
MarkAllScenesDirty ( ) : void | ||
NewScene ( NewSceneSetup setup ) : Scene | ||
OpenScene ( string scenePath ) : Scene | ||
ReloadScene ( Scene scene ) : bool | ||
RestoreSceneManagerSetup ( |
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SaveCurrentModifiedScenesIfUserWantsTo ( ) : bool | ||
SaveModifiedScenesIfUserWantsTo ( Scene scenes ) : bool | ||
SaveOpenScenes ( ) : bool | ||
SaveScene ( Scene scene ) : bool | ||
SaveScene ( Scene scene, string dstScenePath ) : bool | ||
SaveSceneAs ( Scene scene ) : bool | ||
SaveScenes ( Scene scenes ) : bool | ||
SetTargetSceneForNewGameObjects ( int sceneHandle ) : void |
public static CloseScene ( Scene scene, bool removeScene ) : bool | ||
scene | Scene | The Scene to be closed/removed. |
removeScene | bool | Bool flag to indicate if the Scene should be removed after closing. |
return | bool |
public static DetectCrossSceneReferences ( Scene scene ) : bool | ||
scene | Scene | Scene to check for cross-Scene references. |
return | bool |
public static MarkSceneDirty ( Scene scene ) : bool | ||
scene | Scene | The Scene to be marked as modified. |
return | bool |
public static MoveSceneAfter ( Scene src, Scene dst ) : void | ||
src | Scene | The Scene to move. |
dst | Scene | The Scene which should come directly before the source Scene in the hierarchy. |
return | void |
public static MoveSceneBefore ( Scene src, Scene dst ) : void | ||
src | Scene | The Scene to move. |
dst | Scene | The Scene which should come directly after the source Scene in the hierarchy. |
return | void |
public static NewScene ( NewSceneSetup setup, [ mode ) : Scene | ||
setup | NewSceneSetup | Whether the new Scene should use the default set of GameObjects. |
mode | [ | Whether to keep existing Scenes open. |
return | Scene |
public static OpenScene ( string scenePath, [ mode ) : Scene | ||
scenePath | string | The path of the Scene. This should be relative to the Project folder; for example, "AssetsMyScenesMyScene.unity". |
mode | [ | Allows you to select how to open the specified Scene, and whether to keep existing Scenes in the Hierarchy. See SceneManagement.OpenSceneMode for more information about the options. |
return | Scene |
public static SaveScene ( Scene scene, [ dstScenePath, [ saveAsCopy ) : bool | ||
scene | Scene | The Scene to be saved. |
dstScenePath | [ | The file path to save the Scene to. If the path is not empty, the current open Scene is overwritten. If it has not yet been saved at all, a save dialog is shown. |
saveAsCopy | [ | If set to true, the Scene is saved without changing the current Scene, and without clearing the unsaved changes marker. |
return | bool |