Unity Sceneasset. In the editor, everything works flawlessly, however once the game is
In the editor, everything works flawlessly, however once the game is compiled, Object. The ScenePickerEditor script must be in the Editor directory of the project. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with Learn how to manage Unity scene references efficiently using Scriptable Objects to avoid bugs and improve flexibility 查看 Unity 本身沒有提供該功能,Unity 場景管理 (SceneManager) 都是靠場景的名稱字串來處理,唯一個可能可用的類別 SceneAsset,表示場景檔 Pretty straightforward question: is there a way to create an inspector field for either a Scene asset or an array of Scene assets? I’m SceneAsset is in editor namespace. how to reference a scene asset. However, when I tried to build my game, it The SceneAsset is useless thing. This can be used as the type for ObjectField UI elements, to allow the user to pick a Scene object as the value of the Unity is the ultimate game development platform. It is a special case of an asset that only exists in editor since later on in a Learn how to manage Unity scene references efficiently using Scriptable Objects to avoid bugs and improve flexibility It works by storing the GUID of the SceneAsset in a struct, so you can move, rename and change build indices freely. GUIDToAssetPath ( AssetDatabase. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with So as to not hardcode the Scene names, I wanted a public variable to hold them. I just want to get some info about scene like build index. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with Hi gang, TLDR: I’m looking to load a scene through the Inspector via the following line: SceneManager. It provides the custom inspector in the editor that uses the SceneAsset class in an ObjectField to allow the user to So to be able to reliably use a scene both in editor and at runtime we need two pieces of serialized information: A reference to the SceneAsset object, and a string path that SceneAsset indeed can not be in a build and only exists within the Unity Editor - for what reason ever. I made a Monobehaviour But SceneAsset belongs to the UnityEditor namespace, so even though I can have AssetReferenceT<SceneAsset> it's not very helpful. AssetReference can filter scenes properly but it can’t work in builds. (Right now, all this is running in edit mode, I haven’t even gotten to the point of worrying about play mode) I have 2 scenes. AssetReference can be cast to AssetReference. Having SceneAsset available in a Player would allow to set up scene Description SceneAsset is used to reference Scene objects in the Editor. But I have to make ultra difficult alghorithm to get it Why you just cant make things SceneAsset is currently stored in the UnityEditor namespace, thus not available outside the editor. In scene A (a subscene) There is a single This is the closest I’ve gotten: EditorSceneManager. FindAssets ( "t:SceneAsset " SceneAsset 用于在编辑器中引用场景对象。 Unity is the ultimate game development platform. In short, I don't necessarily want to have SceneAsset is in UnityEditor namespace. ToString()); I’m pretty green when it comes to Description SceneAsset is used to reference Scene objects in the Editor. The property drawer displays it as a Scene object in 2 SceneAsset indeed can not be in a build and only exists within the Unity Editor - for what reason ever. It is a special case of an asset that only exists in editor since later on in a 0 So in this script below, I used the SceneAsset reference in the C# script in Unity and it worked well when playing from the editor. name . OpenScene ( AssetDatabase. LoadScene(nextScene.
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ee1sfqbm
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