Legacy Documentation: Version 2018.1 (Go to current version)
  • C#
  • JS

Script language

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


class in UnityEditor


Inherits from:Object

Suggest a change


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.


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.




SceneAsset is used to reference scene objects in the Editor.

This can be used as the type for ObjectField UI elements, to allow the user to pick a scene object as the value of the field.

This example shows how to pick a scene in the editor. The ScenePicker component is placed on a game object in the scene:

#pragma strict
public class ScenePicker extends MonoBehaviour {
	public var scenePath: String;
using UnityEngine;

public class ScenePicker : MonoBehaviour { [SerializeField] public string scenePath; }

The ScenePickerEditor script must be in the Editor directory of the project. It provides the custom inspector in the editor that uses the SceneAsset class in an ObjectField to allow the user to pick a scene.

#pragma strict
@CustomEditor(ScenePicker, true)
public class ScenePickerEditor extends Editor {
	public override function OnInspectorGUI() {
		var picker: var = target as ScenePicker;
		var oldScene: var = AssetDatabase.LoadAssetAtPath.<SceneAsset>(picker.scenePath);
		var newScene: var = EditorGUILayout.ObjectField("scene", oldScene, SceneAsset, false) as SceneAsset;
		if (EditorGUI.EndChangeCheck()) {
			var newPath: var = AssetDatabase.GetAssetPath(newScene);
			var scenePathProperty: var = serializedObject.FindProperty("scenePath");
			scenePathProperty.stringValue = newPath;
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(ScenePicker), true)] public class ScenePickerEditor : Editor { public override void OnInspectorGUI() { var picker = target as ScenePicker; var oldScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(picker.scenePath);


EditorGUI.BeginChangeCheck(); var newScene = EditorGUILayout.ObjectField("scene", oldScene, typeof(SceneAsset), false) as SceneAsset;

if (EditorGUI.EndChangeCheck()) { var newPath = AssetDatabase.GetAssetPath(newScene); var scenePathProperty = serializedObject.FindProperty("scenePath"); scenePathProperty.stringValue = newPath; } serializedObject.ApplyModifiedProperties(); } }

Inherited Members


hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Methods

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.


boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

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