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    Class TutorialManager

    Manages the startup and transitions of tutorials.

    Inheritance
    object
    Object
    ScriptableObject
    TutorialManager
    Inherited Members
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Unity.Tutorials.Core.Editor
    Assembly: Unity.Tutorials.Core.Editor.dll
    Syntax
    [Obsolete("Will be removed in v4. All functionality that was previously managed by this class has been distributed in TutorialWindow and its components")]
    public class TutorialManager : ScriptableObject

    Properties

    ActiveTutorial

    The currently active tutorial, if any.

    Declaration
    [Obsolete("Will be removed in v4. Use TutorialWindowUtils.CurrentTutorial instead.")]
    public Tutorial ActiveTutorial { get; }
    Property Value
    Type Description
    Tutorial

    Instance

    The singleton instance.

    Declaration
    [Obsolete("Will be removed in v4. To interact with tutorials, use TutorialWindowUtils's APIs instead.")]
    public static TutorialManager Instance { get; }
    Property Value
    Type Description
    TutorialManager

    IsLoadingLayout

    Are we currently loading a window layout.

    Declaration
    [Obsolete("Will be removed in v4. Use TutorialWindowUtils.s_IsLoadingLayout instead.")]
    public static bool IsLoadingLayout { get; }
    Property Value
    Type Description
    bool
    Remarks

    A window layout load typically happens when the project is started for the first time and the project's startup settings specify a window layout for the project, or when entering or exiting a tutorial with a window layout specified.

    IsTransitioningBetweenTutorials

    Are we currently (during this frame) transitioning from one tutorial to another.

    Declaration
    [Obsolete("Will be removed in v4. Use TutorialWindowUtils.IsTransitioningBetweenTutorials instead.")]
    public bool IsTransitioningBetweenTutorials { get; }
    Property Value
    Type Description
    bool
    Remarks

    This transition typically happens when using a Switch Tutorial button on a tutorial page.

    Methods

    StartTutorial(Tutorial)

    Starts a tutorial.

    Declaration
    [Obsolete("Will be removed in v4. Use TutorialWindowUtils.StartTutorial() instead")]
    public void StartTutorial(Tutorial tutorial)
    Parameters
    Type Name Description
    Tutorial tutorial

    The tutorial to be started.

    Remarks

    The caller of the funtion is responsible for positioning the TutorialWindow for the tutorials. If no TutorialWindow is visible, it is created and shown as a free-floating window. If the currently active scene has unsaved changes, the user is asked to save them. If we are in Play Mode, it is exited. Note that currently there is no explicit way to quit a tutorial. Instead, a tutorial should be quit either by user interaction or by closing the TutorialWindow programmatically.

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