Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

EditorBuildSettings.scenes

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public static EditorBuildSettingsScene[] scenes;

Description

The list of scenes used in the active platform profile or build profile that should be inculded in the build.

When the active profile is a platform profile, this property reflects the global scenes. When the active profile is a build profile, if the build profile overrides the global scenes, it reflects the scenes specified in the build profile; otherwise, it reflects the global scenes.

Note: When calling BuildPipeline.BuildPlayer directly, BuildPlayerOptions.scenes can be used instead of this property.

Additional resources: Introduction to build profiles, EditorBuildSettings.globalScenes, BuildProfile.overrideGlobalScenes, BuildProfile.scenes.

using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

public class ExampleWindow : EditorWindow { List<SceneAsset> m_SceneAssets = new List<SceneAsset>();

// Add menu item named "Example Window" to the Window menu [MenuItem("Window/Example Window")] public static void ShowWindow() { //Show existing window instance. If one doesn't exist, make one. EditorWindow.GetWindow(typeof(ExampleWindow)); }

void OnGUI() { GUILayout.Label("Scenes to include in build:", EditorStyles.boldLabel); for (int i = 0; i < m_SceneAssets.Count; ++i) { m_SceneAssets[i] = (SceneAsset)EditorGUILayout.ObjectField(m_SceneAssets[i], typeof(SceneAsset), false); } if (GUILayout.Button("Add")) { m_SceneAssets.Add(null); }

GUILayout.Space(8);

if (GUILayout.Button("Apply To Build Settings")) { SetEditorBuildSettingsScenes(); } }

public void SetEditorBuildSettingsScenes() { // Find valid Scene paths and make a list of EditorBuildSettingsScene List<EditorBuildSettingsScene> editorBuildSettingsScenes = new List<EditorBuildSettingsScene>(); foreach (var sceneAsset in m_SceneAssets) { string scenePath = AssetDatabase.GetAssetPath(sceneAsset); if (!string.IsNullOrEmpty(scenePath)) editorBuildSettingsScenes.Add(new EditorBuildSettingsScene(scenePath, true)); }

// Set the active platform or build profile scene list EditorBuildSettings.scenes = editorBuildSettingsScenes.ToArray(); } }