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    Editor Tools

    Generate SceneInfo assets

    • In Unity menu bar, under SceneLoading > Generate SceneInfo assets

    Generate SceneInfo assets

    This menu allows you to generate scriptable objects corresponding to your scene files, provided that you labeled these scenes properly beforehand.

    For example, a scene file like "BossArena.unity" can be labeled with Scene-Room to identify this scene as a Room.

    Labelling a scene

    Running the tool will then create a RoomInfo asset called "BossArena.asset" in your Assets/ folder. You can then move it anywhere you like.

    Additionnal notes

    • The label put on the .unity file must start with Scene- to be acknowledged by the tool.
    • A custom label like Scene-MyOwnSceneType will also work, as long as you defined a MyOwnSceneType C# class inheriting from SceneInfo beforehand.
    • Scenes having more than one Scene- label will be ignored and issue a warning in the console.
    • Running the tool creates the corresponding scriptable object at the root of the Assets/ folder. If an asset file with the same name already exists here (at the root), it will be overwritten. Existing Assets located in subfolders are ignored.

    Generate 'Load Scene' Menu

    • In Unity menu bar, under SceneLoading > Generate 'Load Scene' Menu

    Generate 'Load Scene' Menu

    This menu generates a script file that will append a new 'Load Scene' menu to the toolbar. This generated menu allows you to quickly load a scene in the Editor without going back into the Project Window.

    Load Scene menu

    Additionnal notes

    • The tool uses the SceneInfo assets found in the project, not the .unity files.
    • The tool generates a menu item for any ScriptableObject inheriting from the SceneInfo class, meaning your own subclasses will also be taken into account.
    • You may want to run this tool every time a scene is added to (or removed from) the project in order to update the generated menu.
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