├── .gitignore
├── LICENSE
├── README.md
└── unity-scene-reference
├── Assets
├── SceneLoader.cs
├── SceneLoader.cs.meta
├── Scenes.meta
├── Scenes
│ ├── SampleScene.unity
│ ├── SampleScene.unity.meta
│ ├── Scene To Load.unity
│ └── Scene To Load.unity.meta
├── source.meta
└── source
│ ├── SceneReference.cs
│ ├── SceneReference.cs.meta
│ ├── SceneReferenceTest.cs
│ ├── SceneReferenceTest.cs.meta
│ ├── UnitySceneReference.asmdef
│ ├── UnitySceneReference.asmdef.meta
│ ├── package.json
│ └── package.json.meta
├── Logs
└── Packages-Update.log
├── Packages
└── manifest.json
└── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
└── XRSettings.asset
/.gitignore:
--------------------------------------------------------------------------------
1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio cache directory
9 | .vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 | *.unitypackage
37 | demo1_1_Data/
38 |
39 | # Jetbrains Rider
40 | .idea/
41 | *.iml
42 |
43 | # Jetbrains Rider Unity integration. Autogenerated by Rider.
44 | **/Assets/Plugins/Editor/JetBrains*
45 |
46 | # OS Related Stuff
47 | desktop.ini
48 | .DS_Store
49 | .DS_Store?
50 | .Spotlight-V100
51 | .Trashes
52 | ehthumbs.db
53 | Thumbs.db
54 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2017 JohannesMP
4 | Copyright (c) 2019 S. Tarık Çetin
5 |
6 | Permission is hereby granted, free of charge, to any person obtaining a copy
7 | of this software and associated documentation files (the "Software"), to deal
8 | in the Software without restriction, including without limitation the rights
9 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10 | copies of the Software, and to permit persons to whom the Software is
11 | furnished to do so, subject to the following conditions:
12 |
13 | The above copyright notice and this permission notice shall be included in all
14 | copies or substantial portions of the Software.
15 |
16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 | SOFTWARE.
23 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | Disclaimer (2022)
2 | ===
3 |
4 | This project is no longer being actively maintained, and should be considered archived.
5 |
6 | If you do find it useful you are absolutely encouraged to fork it and feel free to reach out so your work can be linked to from here.
7 |
8 | Here are some relevant projects to check out:
9 | - **[Eflatun.SceneReference](https://github.com/starikcetin/Eflatun.SceneReference)** by *[starikcetin](https://github.com/starikcetin)*
10 |
11 |
12 | ---
13 |
14 |
15 |
16 |
17 | [](https://openupm.com/packages/com.johannesmp.unityscenereference/)
18 |
19 | This repository has UPM support. You can install this plugin to your project using [OpenUPM](https://openupm.com/packages/com.johannesmp.unityscenereference/):
20 | ```
21 | npm install -g openupm-cli
22 | openupm add com.johannesmp.unityscenereference
23 | ```
24 |
25 | ---
26 |
27 | What is this?
28 | ---
29 |
30 | A `SceneReference` wrapper class that uses [ISerializationCallbackReceiver](https://docs.unity3d.com/ScriptReference/ISerializationCallbackReceiver.html) and a custom `PropertyDrawer`to provide safe, user-friendly scene references in scripts.
31 |
32 | ![alt text][1]
33 |
34 | Why is this needed?
35 | ---
36 |
37 | Sooner or later Unity Developers will want to reference a Scene from script, so they can load it at runtime using the [SceneManager](https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager.html).
38 |
39 | We can store a string of the scene's path (as the [SceneAsset documentation](https://docs.unity3d.com/ScriptReference/SceneAsset.html) suggests), but that is really not ideal for production: If the scene asset is ever moved or renamed, then our stored path is broken.
40 |
41 | Unity has already solved this problem for assets using [Object references][2]. Using [AssetDatabasse](https://docs.unity3d.com/ScriptReference/AssetDatabase.html) you can find the path for a given asset. The problem there unfortunately is that we don't have access to AssetDatabase at runtime, since it is part of the `UnityEditor` Assembly.
42 |
43 | 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 can be passed into SceneManager at runtime.
44 |
45 | We can create our own Wrapper class that uses [`ISerializationCallbackReceiver`](https://docs.unity3d.com/ScriptReference/ISerializationCallbackReceiver.html) to ensure that the stored path is always valid based on the specified SceneAsset Object.
46 |
47 | This `SceneReference` class is an example implementation of this idea.
48 |
49 | Key features
50 | ---
51 |
52 | - Custom PropertyDrawer that displays the current Build Settings status, including [BuildIndex](https://docs.unity3d.com/ScriptReference/SceneManagement.Scene-buildIndex.html) and convenient buttons for managing it with destructive action confirmation dialogues.
53 | - If (and only if) the serialized Object reference is invalid but the path is still valid (for example if someone merged incorrectly) will recover object using path.
54 | - Buttons collapse to smaller text if full text cannot be displayed.
![][3]
55 | - Include detailed tooltips and respects Version Control if build settings are not checked out (tested with [Perforce](https://docs.unity3d.com/Manual/perForceIntegration.html)).
![][4]
56 | - It's a single drop-in script. You're welcome to split the Editor-only PropertyDrawer and helpers into their own Editor scripts if you'd like, just for convenience I've put it all in one self-contained file here.
57 |
58 | ---
59 |
60 | For easy runtime verification I've also provided a testing Monobehaviour that lets you view and load scenes via buttons when in playmode:
![][5]
61 |
62 | [1]: https://i.imgur.com/DSYi0kd.png
63 | [2]: https://unity3d.com/learn/tutorials/topics/best-practices/assets-objects-and-serialization
64 | [3]: https://i.imgur.com/BQLHrUt.png
65 | [4]: https://i.imgur.com/Mu4ISTp.png
66 | [5]: https://i.imgur.com/q2FQSES.png
67 |
68 |
69 | ---
70 |
71 | Acknowledgements
72 | ===
73 |
74 | - This Project was originally created as a [github gist by JohannesMP](https://gist.github.com/JohannesMP/ec7d3f0bcf167dab3d0d3bb480e0e07b) and then moved to this Github Repo
75 | - Special thanks to **[Starikcetin](https://github.com/starikcetin)** for contributing and continuing to maintain this project while I was unable to do so. Definitely check out their own implementation at **[Eflatun.SceneReference](https://github.com/starikcetin/Eflatun.SceneReference)**!
76 | - Thank you also for contributions from **[der-hugo](https://github.com/der-hugo)**, **[hbollon](https://github.com/hbollon)**, **[joaoborks](https://github.com/joaoborks)**, **[NibbleByte](https://github.com/NibbleByte)** and **[LingDar](https://github.com/LingDar)**
77 |
--------------------------------------------------------------------------------
/unity-scene-reference/Assets/SceneLoader.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEngine.SceneManagement;
3 |
4 | public class SceneLoader : MonoBehaviour
5 | {
6 | [SerializeField] private SceneReference sceneToLoad;
7 |
8 | private void Start()
9 | {
10 | SceneManager.LoadScene(sceneToLoad);
11 | }
12 | }
13 |
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/unity-scene-reference/Assets/source/SceneReference.cs:
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1 | using System;
2 | using System.Linq;
3 | using UnityEngine;
4 | using Object = UnityEngine.Object;
5 | #if UNITY_EDITOR
6 | using UnityEditor;
7 | using UnityEditor.SceneManagement;
8 | using UnityEditor.VersionControl;
9 | #endif
10 |
11 | // Author: JohannesMP (2018-08-12)
12 | //
13 | // A wrapper that provides the means to safely serialize Scene Asset References.
14 | //
15 | // Internally we serialize an Object to the SceneAsset which only exists at editor time.
16 | // Any time the object is serialized, we store the path provided by this Asset (assuming it was valid).
17 | //
18 | // This means that, come build time, the string path of the scene asset is always already stored, which if
19 | // the scene was added to the build settings means it can be loaded.
20 | //
21 | // It is up to the user to ensure the scene exists in the build settings so it is loadable at runtime.
22 | // To help with this, a custom PropertyDrawer displays the scene build settings state.
23 | //
24 | // Known issues:
25 | // - When reverting back to a prefab which has the asset stored as null, Unity will show the property
26 | // as modified despite having just reverted. This only happens on the fist time, and reverting again fix it.
27 | // Under the hood the state is still always valid and serialized correctly regardless.
28 |
29 |
30 | ///
31 | /// A wrapper that provides the means to safely serialize Scene Asset References.
32 | ///
33 | [Serializable]
34 | public class SceneReference : ISerializationCallbackReceiver
35 | {
36 | #if UNITY_EDITOR
37 | // What we use in editor to select the scene
38 | [SerializeField] private Object sceneAsset;
39 | private bool IsValidSceneAsset
40 | {
41 | get
42 | {
43 | if (!sceneAsset) return false;
44 |
45 | return sceneAsset is SceneAsset;
46 | }
47 | }
48 | #endif
49 |
50 | // This should only ever be set during serialization/deserialization!
51 | [SerializeField]
52 | private string scenePath = string.Empty;
53 |
54 | // Use this when you want to actually have the scene path
55 | public string ScenePath
56 | {
57 | get
58 | {
59 | #if UNITY_EDITOR
60 | // In editor we always use the asset's path
61 | return GetScenePathFromAsset();
62 | #else
63 | // At runtime we rely on the stored path value which we assume was serialized correctly at build time.
64 | // See OnBeforeSerialize and OnAfterDeserialize
65 | return scenePath;
66 | #endif
67 | }
68 | set
69 | {
70 | scenePath = value;
71 | #if UNITY_EDITOR
72 | sceneAsset = GetSceneAssetFromPath();
73 | #endif
74 | }
75 | }
76 |
77 | public static implicit operator string(SceneReference sceneReference)
78 | {
79 | return sceneReference.ScenePath;
80 | }
81 |
82 | // Called to prepare this data for serialization. Stubbed out when not in editor.
83 | public void OnBeforeSerialize()
84 | {
85 | #if UNITY_EDITOR
86 | HandleBeforeSerialize();
87 | #endif
88 | }
89 |
90 | // Called to set up data for deserialization. Stubbed out when not in editor.
91 | public void OnAfterDeserialize()
92 | {
93 | #if UNITY_EDITOR
94 | // We sadly cannot touch assetdatabase during serialization, so defer by a bit.
95 | EditorApplication.update += HandleAfterDeserialize;
96 | #endif
97 | }
98 |
99 |
100 |
101 | #if UNITY_EDITOR
102 | private SceneAsset GetSceneAssetFromPath()
103 | {
104 | return string.IsNullOrEmpty(scenePath) ? null : AssetDatabase.LoadAssetAtPath(scenePath);
105 | }
106 |
107 | private string GetScenePathFromAsset()
108 | {
109 | return sceneAsset == null ? string.Empty : AssetDatabase.GetAssetPath(sceneAsset);
110 | }
111 |
112 | private void HandleBeforeSerialize()
113 | {
114 | // Asset is invalid but have Path to try and recover from
115 | if (IsValidSceneAsset == false && string.IsNullOrEmpty(scenePath) == false)
116 | {
117 | sceneAsset = GetSceneAssetFromPath();
118 | if (sceneAsset == null) scenePath = string.Empty;
119 |
120 | EditorSceneManager.MarkAllScenesDirty();
121 | }
122 | // Asset takes precendence and overwrites Path
123 | else
124 | {
125 | scenePath = GetScenePathFromAsset();
126 | }
127 | }
128 |
129 | private void HandleAfterDeserialize()
130 | {
131 | EditorApplication.update -= HandleAfterDeserialize;
132 | // Asset is valid, don't do anything - Path will always be set based on it when it matters
133 | if (IsValidSceneAsset) return;
134 |
135 | // Asset is invalid but have path to try and recover from
136 | if (string.IsNullOrEmpty(scenePath)) return;
137 |
138 | sceneAsset = GetSceneAssetFromPath();
139 | // No asset found, path was invalid. Make sure we don't carry over the old invalid path
140 | if (!sceneAsset) scenePath = string.Empty;
141 |
142 | if (!Application.isPlaying) EditorSceneManager.MarkAllScenesDirty();
143 | }
144 | #endif
145 | }
146 |
147 |
148 | #if UNITY_EDITOR
149 | ///
150 | /// Display a Scene Reference object in the editor.
151 | /// If scene is valid, provides basic buttons to interact with the scene's role in Build Settings.
152 | ///
153 | [CustomPropertyDrawer(typeof(SceneReference))]
154 | public class SceneReferencePropertyDrawer : PropertyDrawer
155 | {
156 | // The exact name of the asset Object variable in the SceneReference object
157 | private const string sceneAssetPropertyString = "sceneAsset";
158 | // The exact name of the scene Path variable in the SceneReference object
159 | private const string scenePathPropertyString = "scenePath";
160 |
161 | private static readonly RectOffset boxPadding = EditorStyles.helpBox.padding;
162 |
163 |
164 | // Made these two const btw
165 | private const float PAD_SIZE = 2f;
166 | private const float FOOTER_HEIGHT = 10f;
167 |
168 | private static readonly float lineHeight = EditorGUIUtility.singleLineHeight;
169 | private static readonly float paddedLine = lineHeight + PAD_SIZE;
170 |
171 | ///
172 | /// Drawing the 'SceneReference' property
173 | ///
174 | public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
175 | {
176 | // Move this up
177 | EditorGUI.BeginProperty(position, GUIContent.none, property);
178 | {
179 | // Here we add the foldout using a single line height, the label and change
180 | // the value of property.isExpanded
181 | property.isExpanded = EditorGUI.Foldout(new Rect(position.x, position.y, position.width, lineHeight), property.isExpanded, label);
182 |
183 | // Now you want to draw the content only if you unfold this property
184 | if (property.isExpanded)
185 | {
186 | // Optional: Indent the content
187 | //EditorGUI.indentLevel++;
188 | //{
189 |
190 | // reduce the height by one line and move the content one line below
191 | position.height -= lineHeight;
192 | position.y += lineHeight;
193 |
194 | var sceneAssetProperty = GetSceneAssetProperty(property);
195 |
196 | // Draw the Box Background
197 | position.height -= FOOTER_HEIGHT;
198 | GUI.Box(EditorGUI.IndentedRect(position), GUIContent.none, EditorStyles.helpBox);
199 | position = boxPadding.Remove(position);
200 | position.height = lineHeight;
201 |
202 | // Draw the main Object field
203 | label.tooltip = "The actual Scene Asset reference.\nOn serialize this is also stored as the asset's path.";
204 |
205 |
206 | var sceneControlID = GUIUtility.GetControlID(FocusType.Passive);
207 | EditorGUI.BeginChangeCheck();
208 | {
209 | // removed the label here since we already have it in the foldout before
210 | sceneAssetProperty.objectReferenceValue = EditorGUI.ObjectField(position, sceneAssetProperty.objectReferenceValue, typeof(SceneAsset), false);
211 | }
212 | var buildScene = BuildUtils.GetBuildScene(sceneAssetProperty.objectReferenceValue);
213 | if (EditorGUI.EndChangeCheck())
214 | {
215 | // If no valid scene asset was selected, reset the stored path accordingly
216 | if (buildScene.scene == null) GetScenePathProperty(property).stringValue = string.Empty;
217 | }
218 |
219 | position.y += paddedLine;
220 |
221 | if (!buildScene.assetGUID.Empty())
222 | {
223 | // Draw the Build Settings Info of the selected Scene
224 | DrawSceneInfoGUI(position, buildScene, sceneControlID + 1);
225 | }
226 |
227 | // Optional: If enabled before reset the indentlevel
228 | //}
229 | //EditorGUI.indentLevel--;
230 | }
231 | }
232 | EditorGUI.EndProperty();
233 | }
234 |
235 | ///
236 | /// Ensure that what we draw in OnGUI always has the room it needs
237 | ///
238 | public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
239 | {
240 | var sceneAssetProperty = GetSceneAssetProperty(property);
241 | // Add an additional line and check if property.isExpanded
242 | var lines = property.isExpanded ? sceneAssetProperty.objectReferenceValue != null ? 3 : 2 : 1;
243 | // If this oneliner is confusing you - it does the same as
244 | //var line = 3; // Fully expanded and with info
245 | //if(sceneAssetProperty.objectReferenceValue == null) line = 2;
246 | //if(!property.isExpanded) line = 1;
247 |
248 | return boxPadding.vertical + lineHeight * lines + PAD_SIZE * (lines - 1) + FOOTER_HEIGHT;
249 | }
250 |
251 | ///
252 | /// Draws info box of the provided scene
253 | ///
254 | private void DrawSceneInfoGUI(Rect position, BuildUtils.BuildScene buildScene, int sceneControlID)
255 | {
256 | var readOnly = BuildUtils.IsReadOnly();
257 | var readOnlyWarning = readOnly ? "\n\nWARNING: Build Settings is not checked out and so cannot be modified." : "";
258 |
259 | // Label Prefix
260 | var iconContent = new GUIContent();
261 | var labelContent = new GUIContent();
262 |
263 | // Missing from build scenes
264 | if (buildScene.buildIndex == -1)
265 | {
266 | iconContent = EditorGUIUtility.IconContent("d_winbtn_mac_close");
267 | labelContent.text = "NOT In Build";
268 | labelContent.tooltip = "This scene is NOT in build settings.\nIt will be NOT included in builds.";
269 | }
270 | // In build scenes and enabled
271 | else if (buildScene.scene.enabled)
272 | {
273 | iconContent = EditorGUIUtility.IconContent("d_winbtn_mac_max");
274 | labelContent.text = "BuildIndex: " + buildScene.buildIndex;
275 | labelContent.tooltip = "This scene is in build settings and ENABLED.\nIt will be included in builds." + readOnlyWarning;
276 | }
277 | // In build scenes and disabled
278 | else
279 | {
280 | iconContent = EditorGUIUtility.IconContent("d_winbtn_mac_min");
281 | labelContent.text = "BuildIndex: " + buildScene.buildIndex;
282 | labelContent.tooltip = "This scene is in build settings and DISABLED.\nIt will be NOT included in builds.";
283 | }
284 |
285 | // Left status label
286 | using (new EditorGUI.DisabledScope(readOnly))
287 | {
288 | var labelRect = DrawUtils.GetLabelRect(position);
289 | var iconRect = labelRect;
290 | iconRect.width = iconContent.image.width + PAD_SIZE;
291 | labelRect.width -= iconRect.width;
292 | labelRect.x += iconRect.width;
293 | EditorGUI.PrefixLabel(iconRect, sceneControlID, iconContent);
294 | EditorGUI.PrefixLabel(labelRect, sceneControlID, labelContent);
295 | }
296 |
297 | // Right context buttons
298 | var buttonRect = DrawUtils.GetFieldRect(position);
299 | buttonRect.width = (buttonRect.width) / 3;
300 |
301 | var tooltipMsg = "";
302 | using (new EditorGUI.DisabledScope(readOnly))
303 | {
304 | // NOT in build settings
305 | if (buildScene.buildIndex == -1)
306 | {
307 | buttonRect.width *= 2;
308 | var addIndex = EditorBuildSettings.scenes.Length;
309 | tooltipMsg = "Add this scene to build settings. It will be appended to the end of the build scenes as buildIndex: " + addIndex + "." + readOnlyWarning;
310 | if (DrawUtils.ButtonHelper(buttonRect, "Add...", "Add (buildIndex " + addIndex + ")", EditorStyles.miniButtonLeft, tooltipMsg))
311 | BuildUtils.AddBuildScene(buildScene);
312 | buttonRect.width /= 2;
313 | buttonRect.x += buttonRect.width;
314 | }
315 | // In build settings
316 | else
317 | {
318 | var isEnabled = buildScene.scene.enabled;
319 | var stateString = isEnabled ? "Disable" : "Enable";
320 | tooltipMsg = stateString + " this scene in build settings.\n" + (isEnabled ? "It will no longer be included in builds" : "It will be included in builds") + "." + readOnlyWarning;
321 |
322 | if (DrawUtils.ButtonHelper(buttonRect, stateString, stateString + " In Build", EditorStyles.miniButtonLeft, tooltipMsg))
323 | BuildUtils.SetBuildSceneState(buildScene, !isEnabled);
324 | buttonRect.x += buttonRect.width;
325 |
326 | tooltipMsg = "Completely remove this scene from build settings.\nYou will need to add it again for it to be included in builds!" + readOnlyWarning;
327 | if (DrawUtils.ButtonHelper(buttonRect, "Remove...", "Remove from Build", EditorStyles.miniButtonMid, tooltipMsg))
328 | BuildUtils.RemoveBuildScene(buildScene);
329 | }
330 | }
331 |
332 | buttonRect.x += buttonRect.width;
333 |
334 | tooltipMsg = "Open the 'Build Settings' Window for managing scenes." + readOnlyWarning;
335 | if (DrawUtils.ButtonHelper(buttonRect, "Settings", "Build Settings", EditorStyles.miniButtonRight, tooltipMsg))
336 | {
337 | BuildUtils.OpenBuildSettings();
338 | }
339 |
340 | }
341 |
342 | private static SerializedProperty GetSceneAssetProperty(SerializedProperty property)
343 | {
344 | return property.FindPropertyRelative(sceneAssetPropertyString);
345 | }
346 |
347 | private static SerializedProperty GetScenePathProperty(SerializedProperty property)
348 | {
349 | return property.FindPropertyRelative(scenePathPropertyString);
350 | }
351 |
352 | private static class DrawUtils
353 | {
354 | ///
355 | /// Draw a GUI button, choosing between a short and a long button text based on if it fits
356 | ///
357 | public static bool ButtonHelper(Rect position, string msgShort, string msgLong, GUIStyle style, string tooltip = null)
358 | {
359 | var content = new GUIContent(msgLong) { tooltip = tooltip };
360 |
361 | var longWidth = style.CalcSize(content).x;
362 | if (longWidth > position.width) content.text = msgShort;
363 |
364 | return GUI.Button(position, content, style);
365 | }
366 |
367 | ///
368 | /// Given a position rect, get its field portion
369 | ///
370 | public static Rect GetFieldRect(Rect position)
371 | {
372 | position.width -= EditorGUIUtility.labelWidth;
373 | position.x += EditorGUIUtility.labelWidth;
374 | return position;
375 | }
376 | ///
377 | /// Given a position rect, get its label portion
378 | ///
379 | public static Rect GetLabelRect(Rect position)
380 | {
381 | position.width = EditorGUIUtility.labelWidth - PAD_SIZE;
382 | return position;
383 | }
384 | }
385 |
386 | ///
387 | /// Various BuildSettings interactions
388 | ///
389 | private static class BuildUtils
390 | {
391 | // time in seconds that we have to wait before we query again when IsReadOnly() is called.
392 | public static float minCheckWait = 3;
393 |
394 | private static float lastTimeChecked;
395 | private static bool cachedReadonlyVal = true;
396 |
397 | ///
398 | /// A small container for tracking scene data BuildSettings
399 | ///
400 | public struct BuildScene
401 | {
402 | public int buildIndex;
403 | public GUID assetGUID;
404 | public string assetPath;
405 | public EditorBuildSettingsScene scene;
406 | }
407 |
408 | ///
409 | /// Check if the build settings asset is readonly.
410 | /// Caches value and only queries state a max of every 'minCheckWait' seconds.
411 | ///
412 | public static bool IsReadOnly()
413 | {
414 | var curTime = Time.realtimeSinceStartup;
415 | var timeSinceLastCheck = curTime - lastTimeChecked;
416 |
417 | if (!(timeSinceLastCheck > minCheckWait)) return cachedReadonlyVal;
418 |
419 | lastTimeChecked = curTime;
420 | cachedReadonlyVal = QueryBuildSettingsStatus();
421 |
422 | return cachedReadonlyVal;
423 | }
424 |
425 | ///
426 | /// A blocking call to the Version Control system to see if the build settings asset is readonly.
427 | /// Use BuildSettingsIsReadOnly for version that caches the value for better responsivenes.
428 | ///
429 | private static bool QueryBuildSettingsStatus()
430 | {
431 | // If no version control provider, assume not readonly
432 | if (!Provider.enabled) return false;
433 |
434 | // If we cannot checkout, then assume we are not readonly
435 | if (!Provider.hasCheckoutSupport) return false;
436 |
437 | //// If offline (and are using a version control provider that requires checkout) we cannot edit.
438 | //if (UnityEditor.VersionControl.Provider.onlineState == UnityEditor.VersionControl.OnlineState.Offline)
439 | // return true;
440 |
441 | // Try to get status for file
442 | var status = Provider.Status("ProjectSettings/EditorBuildSettings.asset", false);
443 | status.Wait();
444 |
445 | // If no status listed we can edit
446 | if (status.assetList == null || status.assetList.Count != 1) return true;
447 |
448 | // If is checked out, we can edit
449 | return !status.assetList[0].IsState(Asset.States.CheckedOutLocal);
450 | }
451 |
452 | ///
453 | /// For a given Scene Asset object reference, extract its build settings data, including buildIndex.
454 | ///
455 | public static BuildScene GetBuildScene(Object sceneObject)
456 | {
457 | var entry = new BuildScene
458 | {
459 | buildIndex = -1,
460 | assetGUID = new GUID(string.Empty)
461 | };
462 |
463 | if (sceneObject as SceneAsset == null) return entry;
464 |
465 | entry.assetPath = AssetDatabase.GetAssetPath(sceneObject);
466 | entry.assetGUID = new GUID(AssetDatabase.AssetPathToGUID(entry.assetPath));
467 |
468 | var scenes = EditorBuildSettings.scenes;
469 | for (var index = 0; index < scenes.Length; ++index)
470 | {
471 | if (!entry.assetGUID.Equals(scenes[index].guid)) continue;
472 |
473 | entry.scene = scenes[index];
474 | entry.buildIndex = index;
475 | return entry;
476 | }
477 |
478 | return entry;
479 | }
480 |
481 | ///
482 | /// Enable/Disable a given scene in the buildSettings
483 | ///
484 | public static void SetBuildSceneState(BuildScene buildScene, bool enabled)
485 | {
486 | var modified = false;
487 | var scenesToModify = EditorBuildSettings.scenes;
488 | foreach (var curScene in scenesToModify.Where(curScene => curScene.guid.Equals(buildScene.assetGUID)))
489 | {
490 | curScene.enabled = enabled;
491 | modified = true;
492 | break;
493 | }
494 | if (modified) EditorBuildSettings.scenes = scenesToModify;
495 | }
496 |
497 | ///
498 | /// Display Dialog to add a scene to build settings
499 | ///
500 | public static void AddBuildScene(BuildScene buildScene, bool force = false, bool enabled = true)
501 | {
502 | if (force == false)
503 | {
504 | var selection = EditorUtility.DisplayDialogComplex(
505 | "Add Scene To Build",
506 | "You are about to add scene at " + buildScene.assetPath + " To the Build Settings.",
507 | "Add as Enabled", // option 0
508 | "Add as Disabled", // option 1
509 | "Cancel (do nothing)"); // option 2
510 |
511 | switch (selection)
512 | {
513 | case 0: // enabled
514 | enabled = true;
515 | break;
516 | case 1: // disabled
517 | enabled = false;
518 | break;
519 | default:
520 | //case 2: // cancel
521 | return;
522 | }
523 | }
524 |
525 | var newScene = new EditorBuildSettingsScene(buildScene.assetGUID, enabled);
526 | var tempScenes = EditorBuildSettings.scenes.ToList();
527 | tempScenes.Add(newScene);
528 | EditorBuildSettings.scenes = tempScenes.ToArray();
529 | }
530 |
531 | ///
532 | /// Display Dialog to remove a scene from build settings (or just disable it)
533 | ///
534 | public static void RemoveBuildScene(BuildScene buildScene, bool force = false)
535 | {
536 | var onlyDisable = false;
537 | if (force == false)
538 | {
539 | var selection = -1;
540 |
541 | var title = "Remove Scene From Build";
542 | var details = $"You are about to remove the following scene from build settings:\n {buildScene.assetPath}\n buildIndex: {buildScene.buildIndex}\n\nThis will modify build settings, but the scene asset will remain untouched.";
543 | var confirm = "Remove From Build";
544 | var alt = "Just Disable";
545 | var cancel = "Cancel (do nothing)";
546 |
547 | if (buildScene.scene.enabled)
548 | {
549 | details += "\n\nIf you want, you can also just disable it instead.";
550 | selection = EditorUtility.DisplayDialogComplex(title, details, confirm, alt, cancel);
551 | }
552 | else
553 | {
554 | selection = EditorUtility.DisplayDialog(title, details, confirm, cancel) ? 0 : 2;
555 | }
556 |
557 | switch (selection)
558 | {
559 | case 0: // remove
560 | break;
561 | case 1: // disable
562 | onlyDisable = true;
563 | break;
564 | default:
565 | //case 2: // cancel
566 | return;
567 | }
568 | }
569 |
570 | // User chose to not remove, only disable the scene
571 | if (onlyDisable)
572 | {
573 | SetBuildSceneState(buildScene, false);
574 | }
575 | // User chose to fully remove the scene from build settings
576 | else
577 | {
578 | var tempScenes = EditorBuildSettings.scenes.ToList();
579 | tempScenes.RemoveAll(scene => scene.guid.Equals(buildScene.assetGUID));
580 | EditorBuildSettings.scenes = tempScenes.ToArray();
581 | }
582 | }
583 |
584 | ///
585 | /// Open the default Unity Build Settings window
586 | ///
587 | public static void OpenBuildSettings()
588 | {
589 | EditorWindow.GetWindow(typeof(BuildPlayerWindow));
590 | }
591 | }
592 | }
593 |
594 | #endif
595 |
--------------------------------------------------------------------------------
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/unity-scene-reference/Assets/source/SceneReferenceTest.cs:
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1 | using UnityEngine;
2 |
3 | public class SceneReferenceTest : MonoBehaviour
4 | {
5 | private void OnGUI()
6 | {
7 | DisplayLevel(exampleNull);
8 | DisplayLevel(exampleMissing);
9 | DisplayLevel(exampleDisabled);
10 | DisplayLevel(exampleEnabled);
11 | }
12 |
13 | public void DisplayLevel(SceneReference scene)
14 | {
15 | GUILayout.Label(new GUIContent("Scene name Path: " + scene));
16 | if (GUILayout.Button("Load " + scene))
17 | {
18 | UnityEngine.SceneManagement.SceneManager.LoadScene(scene);
19 | }
20 | }
21 |
22 | public SceneReference exampleNull;
23 | public SceneReference exampleMissing;
24 | public SceneReference exampleDisabled;
25 | public SceneReference exampleEnabled;
26 |
27 | }
28 |
--------------------------------------------------------------------------------
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1 | {
2 | "name": "UnitySceneReference"
3 | }
4 |
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/unity-scene-reference/Assets/source/package.json:
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1 | {
2 | "dependencies": {},
3 | "description": "[Unity3D] A Reliable, user-friendly way to reference SceneAssets by script.",
4 | "displayName": "Unity Scene Reference",
5 | "name": "com.johannesmp.unityscenereference",
6 | "version": "1.1.1"
7 | }
8 |
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/unity-scene-reference/Logs/Packages-Update.log:
--------------------------------------------------------------------------------
1 |
2 | === Tue Sep 3 20:04:52 2019
3 |
4 | Packages were changed.
5 | Update Mode: mergeDefaultDependencies
6 |
7 | The following packages were updated:
8 | com.unity.analytics from version 3.2.2 to 3.3.2
9 | com.unity.collab-proxy from version 1.2.9 to 1.2.16
10 | com.unity.package-manager-ui from version 2.1.1 to 2.1.2
11 | com.unity.purchasing from version 2.0.1 to 2.0.6
12 | com.unity.textmeshpro from version 1.3.0 to 2.0.1
13 | com.unity.timeline from version 0.0.0-builtin to 1.0.0
14 |
15 | === Sun Aug 23 20:29:45 2020
16 |
17 | Packages were changed.
18 | Update Mode: updateDependencies
19 |
20 | The following packages were added:
21 | com.unity.2d.sprite@1.0.0
22 | com.unity.2d.tilemap@1.0.0
23 | com.unity.ide.rider@1.1.4
24 | com.unity.ide.vscode@1.2.0
25 | com.unity.modules.androidjni@1.0.0
26 | com.unity.test-framework@1.1.14
27 | com.unity.ugui@1.0.0
28 | The following packages were updated:
29 | com.unity.ads from version 2.0.8 to 3.4.5
30 | com.unity.analytics from version 3.3.2 to 3.3.5
31 | com.unity.timeline from version 1.0.0 to 1.2.6
32 | The following packages were removed:
33 | com.unity.package-manager-ui@2.1.2
34 |
--------------------------------------------------------------------------------
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1 | {
2 | "dependencies": {
3 | "com.unity.2d.sprite": "1.0.0",
4 | "com.unity.2d.tilemap": "1.0.0",
5 | "com.unity.ads": "3.4.5",
6 | "com.unity.analytics": "3.3.5",
7 | "com.unity.collab-proxy": "1.2.16",
8 | "com.unity.ide.rider": "1.1.4",
9 | "com.unity.ide.vscode": "1.2.0",
10 | "com.unity.purchasing": "2.0.6",
11 | "com.unity.test-framework": "1.1.14",
12 | "com.unity.textmeshpro": "2.0.1",
13 | "com.unity.timeline": "1.2.6",
14 | "com.unity.ugui": "1.0.0",
15 | "com.unity.modules.ai": "1.0.0",
16 | "com.unity.modules.androidjni": "1.0.0",
17 | "com.unity.modules.animation": "1.0.0",
18 | "com.unity.modules.assetbundle": "1.0.0",
19 | "com.unity.modules.audio": "1.0.0",
20 | "com.unity.modules.cloth": "1.0.0",
21 | "com.unity.modules.director": "1.0.0",
22 | "com.unity.modules.imageconversion": "1.0.0",
23 | "com.unity.modules.imgui": "1.0.0",
24 | "com.unity.modules.jsonserialize": "1.0.0",
25 | "com.unity.modules.particlesystem": "1.0.0",
26 | "com.unity.modules.physics": "1.0.0",
27 | "com.unity.modules.physics2d": "1.0.0",
28 | "com.unity.modules.screencapture": "1.0.0",
29 | "com.unity.modules.terrain": "1.0.0",
30 | "com.unity.modules.terrainphysics": "1.0.0",
31 | "com.unity.modules.tilemap": "1.0.0",
32 | "com.unity.modules.ui": "1.0.0",
33 | "com.unity.modules.uielements": "1.0.0",
34 | "com.unity.modules.umbra": "1.0.0",
35 | "com.unity.modules.unityanalytics": "1.0.0",
36 | "com.unity.modules.unitywebrequest": "1.0.0",
37 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
38 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
39 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
40 | "com.unity.modules.unitywebrequestwww": "1.0.0",
41 | "com.unity.modules.vehicles": "1.0.0",
42 | "com.unity.modules.video": "1.0.0",
43 | "com.unity.modules.vr": "1.0.0",
44 | "com.unity.modules.wind": "1.0.0",
45 | "com.unity.modules.xr": "1.0.0"
46 | }
47 | }
48 |
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139 | descriptiveNegativeName:
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