Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorApplication.Exit

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function Exit(returnValue: int): void;
public static void Exit(int returnValue);

Description

Exit the Unity editor application.

Calling this function will exit right away, without asking to save changes, so you may lose data! This function is mostly useful for exiting out of a commandline process with a specific error.


See Also: Unity command line arguments.

// Simple script that lets you create a new
// scene, create a cube and an empty game object in the scene
// Save the scene and close the editor

import UnityEditor;

@MenuItem ("Example/Chain Actions and close") static function Chain() { EditorApplication.NewScene();

EditorApplication.ExecuteMenuItem("GameObject/Create Other/Cube"); EditorApplication.ExecuteMenuItem("GameObject/Create Empty");

EditorApplication.SaveScene("Assets/MyNewScene.unity"); EditorApplication.Exit(0); }
// Simple script that lets you create a new
// scene, create a cube and an empty game object in the scene
// Save the scene and close the editor

using UnityEditor; using UnityEditor.SceneManagement;

public class ExampleClass { [MenuItem("Examples/Chain Actions and close")] static void EditorPlaying() { var newScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);

EditorApplication.ExecuteMenuItem("GameObject/3D Object/Cube"); EditorApplication.ExecuteMenuItem("GameObject/Create Empty");

EditorSceneManager.SaveScene(newScene, "Assets/MyNewScene.unity"); EditorApplication.Exit(0); } }

Did you find this page useful? Please give it a rating: