Version: Unity 6.5 (6000.5)
  • Supported
  • Legacy
LanguageEnglish
  • C#

EditorSceneManager

class in UnityEditor.SceneManagement

/

Inherits from:SceneManagement.SceneManager

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Description

Manage scenes in the Editor when it is in Edit mode.

The EditorSceneManager is a scene management system for Edit mode in the Editor. The EditorSceneManager extends the SceneManager and provides Editor-specific logic and behavior on top of SceneManager’s API.

Use the EditorSceneManager to control which scenes are displayed in the Hierarchy window by using OpenScene, CloseScene, or, to open multiple scenes at once, use RestoreSceneManagerSetup.

Note: In Play mode, use the SceneManager API to load and unload scenes.

Terminology:

  • SceneAsset is the imported object for scene asset files with the extension ‘.unity’. It is used to set up references to scene files in Editor scripts. Note that SceneAsset is Editor-only, since paths or the index of a scene in the Build Settings is used for loading at runtime.
  • Scene is an instance of a scene file when loaded with SceneManager.LoadScene in Play mode or when opened with EditorSceneManager.OpenScene in Edit mode.

When a scene file has been opened by the EditorSceneManager.OpenScene, the contents of the scene file are loaded into memory and a Scene struct handle is returned. This Scene struct is used by various Editor and runtime APIs.

Creating a scene

You can use EditorSceneManager.NewScene to create a new scene. When you create a new Scene, it displays in the Hierarchy as "Untitled". This untitled scene has not yet been saved to disk. You can only have one "Untitled" scene at a time.

Saving a scene to a SceneAsset

These are APIs you can use to save a scene to a SceneAsset on disk at the given path, either directly from code or from a Save dialog:

Opening and closing scenes

Use the following to control which scenes are opened in Edit mode and shown in the Hierarchy window:

Note: The Editor requires at least one scene to be open and loaded. If you want to close all scenes, use the NewSceneMode.Single with the EditorSceneManager.NewScene API.

Accessing loaded scenes

The EditorSceneManager offers APIs to access the currently loaded scenes through its base class. For example, SceneManager.loadedSceneCount, SceneManager.GetSceneAt, and SceneManager.GetSceneByPath.

Scene manipulation

Use methods through the base SceneManager class, such as SceneManager.MergeScenes and SceneManager.MoveGameObjectToScene, to move objects between scenes.

EditorSceneManager events

The EditorSceneManager also exposes many events that can be used to listen to changes to scenes like: when a new scene is created, or when a scene is opened or closed in the Editor. Scripts can register on these events and then be notified when there are changes in the state of the EditorSceneManager. Refer to the Events section.

Editor tooling scenes

The EditorSceneManager also has the following API to managing in-memory Editor-only tooling scenes. These are called preview scenes and the lifetime of these scenes has to be maintained by you. You can use them for your own Editor tooling. These scenes are not automatically shown in the Hierarchy window.

Controlling the start scene in Play mode

In any Editor script, you can set EditorSceneManager.playModeStartScene if you want to mimic a custom boot scene for Play mode instead of playing the currently opened scenes from Edit mode.

Code sample of core EditorSceneManager APIs

using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
using System.Collections.Generic;

public class EditorSceneManagerTestWindow : EditorWindow { private readonly string[] m_ScenePaths = { "Assets/Scene1.unity", "Assets/Scene2.unity", "Assets/Scene3.unity", "Assets/Scene4.unity" }; private ObjectField[] m_SceneFields;

[MenuItem("Examples/EditorSceneManager")] public static void ShowWindow() { var window = GetWindow<EditorSceneManagerTestWindow>(); window.titleContent = new GUIContent("EditorSceneManager APIs"); window.minSize = new Vector2(300, 400); }

public void CreateGUI() { var root = rootVisualElement; root.style.paddingLeft = root.style.paddingRight = root.style.paddingBottom = root.style.paddingTop = 10;

// Create buttons var createScenesButton = CreateButton("Create Test Scenes", 30, CreateScenes); var openSingleSceneButton = CreateButton("Open Single Scene", 10, OpenSingleScene); var restoreSceneManagerSetupButton = CreateButton("Restore SceneManager Setup", 10, RestoreSceneManagerSetup); var closeAllScenesButton = CreateButton("Close All Scenes", 10, CloseAllScenes);

// Add buttons to rootVisualElement root.Add(createScenesButton); root.Add(openSingleSceneButton); root.Add(restoreSceneManagerSetupButton); root.Add(closeAllScenesButton);

// Add title var titleLabel = new Label("Scene Asset References"); titleLabel.style.fontSize = 12; titleLabel.style.marginBottom = 10; titleLabel.style.marginTop = 30; titleLabel.style.unityFontStyleAndWeight = FontStyle.Bold; root.Add(titleLabel);

// Add a couple of object fields for picking SceneAssets const int kNumObjectFields = 5; m_SceneFields = new ObjectField[kNumObjectFields]; for(int i=0; i<m_SceneFields.Length; i++) { var sceneField = new ObjectField() { objectType = typeof(SceneAsset), allowSceneObjects = false }; root.Add(sceneField); m_SceneFields[i] = sceneField; } var openReferencedScenesButton = CreateButton("Open Referenced Scenes", 10, OpenReferencedScenes); root.Add(openReferencedScenesButton); }

private Button CreateButton(string text, float bottomMargin, System.Action clickEvent) { var button = new Button(clickEvent) { text = text }; button.style.marginBottom = bottomMargin; button.style.height = 30; return button; }

private void CreateScenes() { foreach (var scenePath in m_ScenePaths) { var scene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single); EditorSceneManager.SaveScene(scene, scenePath); } }

private void RestoreSceneManagerSetup() { if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;

var sceneSetups = new List<SceneSetup>(); for (int i = 0; i < m_ScenePaths.Length; i++) { var scenePath = m_ScenePaths[i]; var setup = new SceneSetup { path = scenePath, isLoaded = true, isActive = (i == 0) // First scene is active }; sceneSetups.Add(setup); }

EditorSceneManager.RestoreSceneManagerSetup(sceneSetups.ToArray()); }

private void OpenSingleScene() { if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;

EditorSceneManager.OpenScene(m_ScenePaths[0], OpenSceneMode.Single); }

private void CloseAllScenes() { if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;

EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single); }

private void OpenReferencedScenes() { // Check if we have valid scenes var sceneSetups = new List<SceneSetup>(); bool hasValidScenes = false;

for (int i = 0; i < m_SceneFields.Length; i++) { var sceneAsset = m_SceneFields[i].value as SceneAsset; if (sceneAsset != null) { hasValidScenes = true; var scenePath = AssetDatabase.GetAssetPath(sceneAsset); var sceneSetup = new SceneSetup { path = scenePath, isLoaded = true, isActive = (i == 0) // First scene is active }; sceneSetups.Add(sceneSetup); } }

if (!hasValidScenes) { EditorUtility.DisplayDialog("Error", "Please assign at least one scene.", "OK"); return; }

// Save current modified scenes if necessary if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) return;

// Restore the scene setup EditorSceneManager.RestoreSceneManagerSetup(sceneSetups.ToArray()); } }

Static Properties

Property Description
DefaultSceneCullingMask Use SceneCullingMasks.DefaultSceneCullingMask instead.
playModeStartScene Loads this SceneAsset when you start Play Mode.
preventCrossSceneReferences Controls whether cross-Scene references are allowed in the Editor.
previewSceneCount The current amount of active preview Scenes.

Static Methods

Method Description
CalculateAvailableSceneCullingMask Go through all Scenes and find the smallest unused bit in the unition of all Scene culling masks.
ClosePreviewScene Closes a preview Scene created by NewPreviewScene or OpenPreviewScene.
CloseScene Close the Scene. If removeScene flag is true, the closed Scene will also be removed from EditorSceneManager.
DetectCrossSceneReferences Detects cross-Scene references in a Scene.
EnsureUntitledSceneHasBeenSaved Shows a save dialog if an Untitled Scene exists in the current Scene manager setup.
GetSceneCullingMask Return the culling mask set on the given Scene.
GetSceneManagerSetup Returns the current setup of the SceneManager.
IsPreviewScene Checks whether a scene is a preview scene.
IsPreviewSceneObject Checks whether an object is part of a preview scene.
LoadSceneAsyncInPlayMode This method allows you to load a Scene during playmode in the editor, without requiring the Scene to be included in the Build Settings Scene list.
LoadSceneInPlayMode This method allows you to load a Scene during playmode in the editor, without requiring the Scene to be included in the Build Settings Scene list.
MarkAllScenesDirty Mark all the loaded Scenes as modified.
MarkSceneDirty Mark the specified Scene as modified.
MoveSceneAfter Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes after the destination Scene.
MoveSceneBefore Allows you to reorder the Scenes currently open in the Hierarchy window. Moves the source Scene so it comes before the destination Scene.
NewPreviewScene Creates a new preview scene.
NewScene Create a new Scene.
OpenPreviewScene Opens a Scene Asset in a preview Scene.
OpenScene Open a Scene in the Editor.
RestoreSceneManagerSetup Restore the setup of the SceneManager.
SaveCurrentModifiedScenesIfUserWantsTo Asks the user if they want to save the current open modified Scene or Scenes in the Hierarchy.
SaveModifiedScenesIfUserWantsTo Asks whether the modfied input Scenes should be saved.
SaveOpenScenes Save all open Scenes.
SaveScene Save a Scene.
SaveScenes Save a list of Scenes.
SetSceneCullingMask Set the culling mask on this scene to this value. Cameras will only render objects in Scenes that have the same bits set in their culling mask.

Events

Event Description
activeSceneChangedInEditMode Subscribe to this event to get notified when the active Scene has changed in Edit mode in the Editor.
newSceneCreated This event is called after a new Scene has been created.
sceneClosed This event is called after a Scene has been closed in the editor.
sceneClosing This event is called before closing an open Scene after you have requested that the Scene is closed.
sceneDirtied This event is called after a Scene has been modified in the editor.
sceneManagerSetupRestored This can be useful to get notified when the SceneManager's scenes are replaced with a set of new scenes from calls to RestoreSceneManagerSetup.Use the scenes argument to check what scenes has just been opened.Additional resources: SceneManagerSetupRestoredCallback.
sceneOpened This event is called after a Scene has been opened in the editor.
sceneOpening This event is called before opening an existing Scene.
sceneSaved This event is called after a Scene has been saved.
sceneSaving This event is called before a Scene is saved disk after you have requested the Scene to be saved.

Delegates

Delegate Description
NewSceneCreatedCallback Callbacks of this type which have been added to the newSceneCreated event are called after a new Scene has been created.
SceneClosedCallback Callbacks of this type which have been added to the sceneClosed event are called immediately after the Scene has been closed.
SceneClosingCallback Callbacks of this type which have been added to the sceneClosing event are called just before a Scene is closed.
SceneDirtiedCallback Callbacks of this type which have been added to the sceneDirtied event are called after a Scene changes from being unmodified to being modified.
SceneManagerSetupRestoredCallback Callbacks of this type which have been added to the sceneManagerSetupRestored event are called after RestoreSceneManagerSetup has been called.
SceneOpenedCallback Callbacks of this type which have been added to the sceneOpened event are called after a Scene has been opened.
SceneOpeningCallback Callbacks of this type which have been added to the sceneOpening event are called just before opening a Scene.
SceneSavedCallback Callbacks of this type which have been added to the sceneSaved event are called after a Scene has been saved.
SceneSavingCallback Callbacks of this type which have been added to the sceneSaving event are called just before the Scene is saved.

Inherited Members

Static Properties

PropertyDescription
loadedSceneCount The number of loaded Scenes.
sceneCount The current number of Scenes.
sceneCountInBuildSettings Number of Scenes in Build Settings.

Static Methods

MethodDescription
CreateScene Create an empty new Scene at runtime with the given name.
GetActiveScene Gets the currently active Scene.
GetSceneAt Gets the scene at the specified index in the SceneManager's scene list. This includes scenes that are currently loading or unloading.
GetSceneByBuildIndex Get a Scene struct from a build index.
GetSceneByName Searches through the Scenes loaded for a Scene with the given name.
GetSceneByPath Searches all Scenes loaded for a Scene that has the given asset path.
LoadScene Loads the Scene by its name or index in Build Settings.
LoadSceneAsync Loads the Scene asynchronously in the background.
MergeScenes This will merge the source Scene into the destinationScene.
MoveGameObjectsToScene Move multiple GameObjects, represented by a NativeArray of instance IDs, from their current Scene to a new Scene.
MoveGameObjectToScene Move a GameObject from its current Scene to a new Scene.
SetActiveScene Set the Scene to be active.
UnloadSceneAsync Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.

Events

EventDescription
activeSceneChanged Subscribe to this event to get notified when the active Scene has changed.
sceneLoaded Assign a custom callback to this event to get notifications when a Scene has loaded.
sceneUnloaded Add a delegate to this to get notifications when a Scene has unloaded.

Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.

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