To run custom code when Unity instantiates a new sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary from a template, create a Scene Template Pipeline script and connect it to the template. Each time you create a new scene from the template, Unity creates a new instance of the pipeline script as well.
To connect the script to a template:
You can also use the SceneTemplateAsset.templatePipeline
method to connect the script to the template via C#.
A Scene Template Pipeline script must derive from the [ISceneTemplatePipeline
] interface or [SceneTemplatePipelineAdapter
]. It should implement the events you want to react to; for example, BeforeTemplateInstantiation
or AfterTemplateInstantiation
in the code below.
Example:
using UnityEditor.SceneTemplate;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DummySceneTemplatePipeline : ISceneTemplatePipeline
{
public void BeforeTemplateInstantiation(SceneTemplateAsset sceneTemplateAsset, bool isAdditive, string sceneName)
{
if (sceneTemplateAsset)
{
Debug.Log($"Before Template Pipeline {sceneTemplateAsset.name} isAdditive: {isAdditive} sceneName: {sceneName}");
}
}
public void AfterTemplateInstantiation(SceneTemplateAsset sceneTemplateAsset, Scene scene, bool isAdditive, string sceneName)
{
if (sceneTemplateAsset)
{
Debug.Log($"After Template Pipeline {sceneTemplateAsset.name} scene: {scene} isAdditive: {isAdditive} sceneName: {sceneName}");
}
}
}
When you create a new scene from a template with cloneable dependencies
See in Glossary, Unity performs several file operations. Most of these operations trigger Unity events that you can listen for, and react to, in scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary.
The instantiation sequence is as follows:
Unity triggers the ISceneTemplatePipeline.BeforeTemplateInstantiation
event for the template asset, and binds the asset to a ISceneTemplatePipeline
script that it triggers.
Unity triggers the SceneTemplate.NewTemplateInstantiating
event.
Unity creates a new scene that is a copy of the template scene.
Unity creates a folder with the same name as the new scene, and copies all cloneable dependencies into that folder.
EditorSceneManager.sceneOpening
MonoBehavior.OnValidate
(on all GameObjects that implement it)EditorSceneManager.sceneOpened
Unity remaps references to all cloneable assets, so the new scene points to the clones.
Unity triggers the ISceneTemplatePipeline.AfterTemplateInstantiation
for the template asset, and binds the asset to a ISceneTemplatePipeline
script that it triggers.
Unity triggers the SceneTemplate.NewTemplateInstantiated
event.