This page shows excerpts from a simple Unity 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 file. The scene contains a cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary, a directional light, a global volume, and a cube. The excerpts below focus on the camera and cube as representative examples.
Unity scene files contain many serialized properties. To keep this page readable, the example omits repetitive sections and shows representative excerpts instead of a complete scene file.
For more information about the UnityYAML format, refer to UnityYAML.
This is one example of a scene file from a simple project. Your own scene file might contain different objects, components, and names. For example, it might not contain a camera named Main Camera or a GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary named Cube. When reading a scene file, Unity tries to assign default values to any properties for which a value hasn’t been set.
This example is split into the following sections:
A scene file must start with the YAML version and tag directives shown in the first two lines below, followed by global scene-level settings such as graphics and navigation settings:
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!29 &1
OcclusionCullingSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_OcclusionBakeSettings:
smallestOccluder: 5
smallestHole: 0.25
backfaceThreshold: 100
m_SceneGUID: 00000000000000000000000000000000
m_OcclusionCullingData: {fileID: 0}
--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 10
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0}
m_Sun: {fileID: 0}
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0
serializedVersion: 13
m_BakeOnSceneLoad: 0
m_GISettings:
serializedVersion: 2
m_BounceScale: 1
m_IndirectOutputScale: 1
m_AlbedoBoost: 1
m_EnvironmentLightingMode: 0
m_EnableBakedLightmaps: 1
m_EnableRealtimeLightmaps: 0
m_LightmapEditorSettings:
serializedVersion: 12
m_Resolution: 2
m_BakeResolution: 40
m_AtlasSize: 1024
m_LightingDataAsset: {fileID: 20201, guid: 0000000000000000f000000000000000, type: 0}
m_LightingSettings: {fileID: 0}
--- !u!196 &4
NavMeshSettings:
serializedVersion: 2
m_ObjectHideFlags: 0
m_BuildSettings:
serializedVersion: 3
agentTypeID: 0
agentRadius: 0.5
agentHeight: 2
agentSlope: 45
agentClimb: 0.4
m_NavMeshData: {fileID: 0}
Each scene object is stored as a separate YAML element. A GameObject element lists its components, and each component element points to the same GameObject using fileID:
--- !u!1 &330585543
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 330585546}
- component: {fileID: 330585545}
- component: {fileID: 330585544}
- component: {fileID: 330585547}
m_Layer: 0
m_Name: Main Camera
m_TagString: MainCamera
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!81 &330585544
AudioListener:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 330585543}
m_Enabled: 1
--- !u!20 &330585545
Camera:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 330585543}
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 1
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
m_projectionMatrixMode: 1
m_GateFitMode: 2
m_FOVAxisMode: 0
m_Iso: 200
m_ShutterSpeed: 0.005
m_Aperture: 16
m_FocusDistance: 10
m_FocalLength: 50
m_BladeCount: 5
m_Curvature: {x: 2, y: 11}
m_BarrelClipping: 0.25
m_Anamorphism: 0
m_SensorSize: {x: 36, y: 24}
m_LensShift: {x: 0, y: 0}
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
near clip plane: 0.3
far clip plane: 1000
field of view: 60
--- !u!4 &330585546
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 330585543}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 1, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &330585547
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 330585543}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3}
Other scene objects follow the same pattern. For example, the Cube GameObject has its own GameObject element and separate component documents:
--- !u!1 &1106998149
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1106998153}
- component: {fileID: 1106998152}
- component: {fileID: 1106998151}
- component: {fileID: 1106998150}
m_Layer: 0
m_Name: Cube
m_TagString: Untagged
m_IsActive: 1
--- !u!65 &1106998150
BoxCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1106998149}
m_IsTrigger: 0
m_Enabled: 1
serializedVersion: 3
m_Size: {x: 1, y: 1, z: 1}
m_Center: {x: 0, y: 0, z: 0}
--- !u!23 &1106998151
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1106998149}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_Materials:
- {fileID: 2100000, guid: 31321ba15b8f8eb4c954353edc038b1d, type: 2}
--- !u!33 &1106998152
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1106998149}
m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
--- !u!4 &1106998153
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1106998149}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
At the end of the file, Unity stores the scene root transformsThe Transform at the top of a hierarchy of Transforms. In a Prefab, the Root Transform is the topmost Transform in the Prefab. In an animated humanoid character, the Root Transform is a projection on the Y plane of the Body Transform and is computed at run time. At every frame, a change in the Root Transform is computed, and then this is applied to the GameObject to make it move. More info
See in Glossary:
--- !u!1660057539 &9223372036854775807
SceneRoots:
m_ObjectHideFlags: 0
m_Roots:
- {fileID: 330585546}
- {fileID: 410087041}
- {fileID: 832575519}
- {fileID: 1106998153}