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:
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.
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);
serializedObject.Update();
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(); } }
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | オブジェクトのインスタンス ID を返します |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | タイプから見つけたすべてのアクティブのオブジェクト配列を返します |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |