├── .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 | [![openupm](https://img.shields.io/npm/v/com.johannesmp.unityscenereference?label=openupm®istry_uri=https://package.openupm.com)](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.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4263db8e0ce1b244ab390fdb43e77af6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /unity-scene-reference/Assets/source/SceneReference.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /unity-scene-reference/Assets/source/SceneReference.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9a08e64720b233841b3ea59d78fb7e5b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /unity-scene-reference/Assets/source/SceneReferenceTest.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /unity-scene-reference/Assets/source/SceneReferenceTest.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b12a4a0b54cb2d469d57e4c9c9b94ad 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /unity-scene-reference/Assets/source/UnitySceneReference.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "UnitySceneReference" 3 | } 4 | -------------------------------------------------------------------------------- /unity-scene-reference/Assets/source/UnitySceneReference.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 607e5fc428cee124e9280c8cd460767b 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /unity-scene-reference/Assets/source/package.json: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /unity-scene-reference/Assets/source/package.json.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9449127cbf0ad8049b3792356ad39931 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /unity-scene-reference/Packages/manifest.json: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /unity-scene-reference/ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 1024 20 | -------------------------------------------------------------------------------- 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