public static void CommandLineBuild() { EditorApplication.Beep(); EditorApplication.Beep(); EditorApplication.Beep(); EditorApplication.Beep(); EditorApplication.Beep(); EditorApplication.Beep(); EditorApplication.Beep(); EditorApplication.Beep(); EditorApplication.Beep(); EditorApplication.Beep(); EditorApplication.Beep(); //make sure the recompiled scripts are reimported AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate | ImportAssetOptions.ImportRecursive); //make a new scene EditorApplication.NewScene(); //set the scene up with the single game object we have SceneSelector.LoadHangoutScene(); //save the scene out EditorApplication.SaveScene(Application.dataPath + "/AutogeneratedScene"); //set the resolution of the web build Screen.SetResolution(760, 500, false); //pass scene BuildPipeline.BuildPlayer(null, Application.dataPath + "/hangout.unity3d", BuildTarget.WebPlayer, BuildOptions.CompressTextures); }
private static void LoadScene <T>() where T : AppEntry { EditorApplication.NewScene(); GameObject entryObject = new GameObject("Entry Point"); entryObject.AddComponent(typeof(T)); }
private void RunTests(string[] tests) { if (!OkToRun()) { return; } var currentScene = EditorApplication.currentScene; if (runTestOnANewScene || UnityEditorInternal.InternalEditorUtility.inBatchMode) { EditorApplication.NewScene(); } StartTestRun(tests, new TestRunnerEventListener(UpdateTestInfo), !runTestOnANewScene); shouldUpdateTestList = true; if (runTestOnANewScene) { if (!string.IsNullOrEmpty(currentScene)) { EditorApplication.OpenScene(currentScene); } else { EditorApplication.NewScene(); } } if (Event.current != null) { GUIUtility.ExitGUI(); } }
public override IEnumerator Run() { if (!force) { FileInfo fi = new FileInfo(kScene); if (fi.Exists) { Debug.Log("Default scene exists. Skipping. "); yield break; } } if (EditorApplication.isUpdating || EditorApplication.isCompiling) { Debug.Log("Wait"); yield return(0); } EditorApplication.NewScene(); ClearScene(); GameObject go = new GameObject(); go.name = kGameRoot; System.Type type = UGBSetupPostProcessor.GetGameInitializerType(); go.AddComponent(type); EditorApplication.SaveScene(kScene); }
public override IEnumerator Run() { if (!force) { FileInfo fi = new FileInfo(kScene); if (fi.Exists) { Debug.Log("Default scene exists. Skipping. "); yield break; } } if (EditorApplication.isUpdating) { Debug.Log("Wait"); yield return(0); } EditorApplication.NewScene(); ClearScene(); GameObject go = new GameObject(); go.name = kGameRoot; go.AddComponent <Game>(); EditorApplication.SaveScene(kScene); }
private void CacheBundles() { Console.WriteLine("Caching bundles..."); _bundlesCachePath = Path.Combine(_params.BundlesLocation, _bundlesDatabaseBuilder.Database.Id + "_cache"); BuildUtils.PrepareCleanDirectory(_bundlesCachePath); // Note: All this flow break is required because WWW.LoadFromCacheOrDownload() is allowed only in play mode EditorUtility.SetDirty(this); EditorApplication.NewScene(); var go = new GameObject("AssetsBundleDatabaseCacher", typeof(AssetBundlesDatabaseCacher)); var databaseCacher = go.GetComponent <AssetBundlesDatabaseCacher>(); databaseCacher.Setup(_bundlesDatabaseBuilder.Database, Path.GetFullPath(_bundlesPath)); // Application will only actually enter playmode after the call stack returns to the editor Application.runInBackground = true; EditorApplication.isPaused = false; EditorApplication.isPlaying = true; EditorPrefs.SetBool("Builder.ContinuePending", true); _continueRequired = true; // Prevents FinishAll() on Dispose throw new ContinueRequiredException(); }
public static void Build(Action callback = null) { if (!EditorApplication.SaveCurrentSceneIfUserWantsTo()) { return; } var currentScene = EditorApplication.currentScene; var data = new Data(); Generate.Build(AssetDatabase.GetAllAssetPaths(), assetData => { data.assetData.AddRange(assetData); EditorUtility.UnloadUnusedAssets(); if (string.IsNullOrEmpty(currentScene)) { EditorApplication.NewScene(); } else { EditorApplication.OpenScene(currentScene); } Export(data); if (callback != null) { callback(); } }); }
private void LoadPreviousScene(string currentScene) { #if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2 if (!string.IsNullOrEmpty(currentScene)) { EditorApplication.OpenScene(currentScene); } else { EditorApplication.NewScene(); } #else if (!string.IsNullOrEmpty(currentScene)) { UnityEditor.SceneManagement.EditorSceneManager.OpenScene(currentScene); } else { UnityEditor.SceneManagement.EditorSceneManager.NewScene(UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects); } #endif if (Event.current != null) { GUIUtility.ExitGUI(); } }
public static void UpdateFSMEvent() { if (!EditorUtility.DisplayDialog("FsmEvent Update", "If you choose \'Go Ahead\', BehaviourMachine will automatically upgrade all FsmEvents in your project (it includes all game objects in your scenes and prefabs). You should make a backup before proceeding.\n\nYou can always run the FsmEvent Updater manually through the preferences window.", "I Made a Backup. Go Ahead!", "No Thanks")) { return; } // save the current opened scene string originalScene = EditorApplication.currentScene; // Saves the current scene if user wants EditorApplication.SaveCurrentSceneIfUserWantsTo(); UpdateAllBlackboards(AutoUpdate.FsmEvent2ConcreteFsmEvent); // Opens the original scene if (!string.IsNullOrEmpty(originalScene)) { EditorApplication.OpenScene(originalScene); } else { EditorApplication.NewScene(); } }
private void InitCanvas() { #if UNITY_5_2 EditorApplication.NewScene(); #elif UNITY_5_3 EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects); #endif Canvas temp = AssetDatabase.LoadAssetAtPath(PSDImporterConst.ASSET_PATH_CANVAS, typeof(Canvas)) as Canvas; PSDImportUtility.canvas = GameObject.Instantiate(temp) as Canvas; PSDImportUtility.canvas.renderMode = RenderMode.ScreenSpaceOverlay; UnityEngine.UI.CanvasScaler scaler = PSDImportUtility.canvas.GetComponent <UnityEngine.UI.CanvasScaler>(); scaler.screenMatchMode = UnityEngine.UI.CanvasScaler.ScreenMatchMode.MatchWidthOrHeight; scaler.matchWidthOrHeight = 1f; scaler.referenceResolution = new Vector2(psdUI.psdSize.width, psdUI.psdSize.height); // find var _eventSystem = Object.FindObjectOfType <EventSystem>(); if (_eventSystem != null) { PSDImportUtility.eventSys = _eventSystem.gameObject; } else { GameObject go = AssetDatabase.LoadAssetAtPath(PSDImporterConst.ASSET_PATH_EVENTSYSTEM, typeof(GameObject)) as GameObject; PSDImportUtility.eventSys = GameObject.Instantiate(go) as GameObject; } }
private void InitCanvas() { #if UNITY_5_2 EditorApplication.NewScene(); #elif UNITY_5_3 EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects); #endif var root = GameObject.Find("UIRoot"); Canvas temp = AssetDatabase.LoadAssetAtPath(PSDImporterConst.ASSET_PATH_CANVAS, typeof(Canvas)) as Canvas; PSDImportUtility.canvas = GameObject.Instantiate(temp) as Canvas; PSDImportUtility.canvas.name = _systemName; var rt = PSDImportUtility.canvas.GetComponent <RectTransform>(); rt.anchorMax = Vector2.one; rt.anchorMin = Vector2.zero; rt.offsetMax = Vector2.zero; rt.offsetMin = Vector2.zero; rt.pivot = new Vector2(0.5f, 0.5f); if (root != null) { rt.SetParent(root.transform, false); } else { Debug.LogError("čÆ·åØ:Assets/MainåŗęÆäøåÆ¼å „PSD"); } PSDImportUtility.canvas.renderMode = RenderMode.ScreenSpaceOverlay; //UnityEngine.UI.CanvasScaler scaler = PSDImportUtility.canvas.GetComponent<UnityEngine.UI.CanvasScaler>(); //scaler.screenMatchMode = UnityEngine.UI.CanvasScaler.ScreenMatchMode.MatchWidthOrHeight; //scaler.matchWidthOrHeight = 1f; //scaler.referenceResolution = new Vector2(psdUI.psdSize.width, psdUI.psdSize.height); //GameObject go = AssetDatabase.LoadAssetAtPath(PSDImporterConst.ASSET_PATH_EVENTSYSTEM, typeof(GameObject)) as GameObject; //PSDImportUtility.eventSys = GameObject.Instantiate(go) as GameObject; }
private static void BackgroudRunner() { if (EditorApplication.isPlayingOrWillChangePlaymode) { EditorApplication.update -= BackgroudRunner; return; } if (EditorApplication.isCompiling) { if (!shouldRunOnRecompilation) { return; } EditorPrefs.SetString(uttRecompile, Application.dataPath); EditorApplication.update -= BackgroudRunner; return; } var t = (int)Time.realtimeSinceStartup; if (t < nextCheck) { return; } nextCheck = t + 1; if (!shouldRunOnRecompilation) { return; } if (EditorPrefs.HasKey(uttRecompile)) { var recompile = EditorPrefs.GetString(uttRecompile); if (recompile == Application.dataPath && OkToRun()) { var currentScene = EditorApplication.currentScene; if (shouldRunTestOnANewScene || UnityEditorInternal.InternalEditorUtility.inBatchMode) { EditorApplication.NewScene(); } StartTestRun(new string[0], new BackgroundTestRunnerEventListener(), !shouldRunTestOnANewScene); if (shouldRunTestOnANewScene) { if (!string.IsNullOrEmpty(currentScene)) { EditorApplication.OpenScene(currentScene); } else { EditorApplication.NewScene(); } } } EditorPrefs.DeleteKey(uttRecompile); } }
private void CreateScene() { // Create a new scene #if UNITY_5_3_OR_NEWER || UNITY_5_3 // Because UNITY_X_Y_OR_NEWER is defined starting Unity 5.3.4 UnityEditor.SceneManagement.EditorSceneManager.NewScene(UnityEditor.SceneManagement.NewSceneSetup.EmptyScene); #else EditorApplication.NewScene(); #endif GameObject light = new GameObject("Light"); light.AddComponent <Light>(); light.transform.Translate(0.0f, 2.0f, 0.0f); const float width = 10.0f; const float height = 4.0f; const int steps = 50; // Min: 3 float scale = (float)((double)width * System.Math.Sin(System.Math.PI / (double)steps)); float distance = (float)(0.5 * (double)width * System.Math.Cos(System.Math.PI / (double)steps)); Material darker = new Material(Shader.Find("Diffuse")); darker.SetColor("_Color", new Color32(128, 128, 128, 255)); Material lighter = new Material(Shader.Find("Diffuse")); lighter.SetColor("_Color", new Color32(255, 255, 255, 255)); GameObject floor = GameObject.CreatePrimitive(PrimitiveType.Quad); floor.name = "Floor"; floor.GetComponent <MeshRenderer>().sharedMaterial = darker; floor.transform.Rotate(90.0f, 0.0f, 0.0f); floor.transform.localScale = new Vector3(width, width, 1.0f); GameObject ceiling = GameObject.CreatePrimitive(PrimitiveType.Quad); ceiling.name = "Ceiling"; ceiling.GetComponent <MeshRenderer>().sharedMaterial = lighter; ceiling.transform.Translate(0.0f, height, 0.0f); ceiling.transform.Rotate(-90.0f, 0.0f, 0.0f); ceiling.transform.localScale = new Vector3(width, width, 1.0f); GameObject walls = new GameObject(); walls.name = "Walls"; for (int i = 0; i < steps; i++) { GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Quad); wall.name = "Wall_" + (i + 1); wall.GetComponent <MeshRenderer>().sharedMaterial = darker; wall.transform.Rotate(0.0f, (float)i * 360.0f / (float)steps, 0.0f); wall.transform.Translate(0.0f, height / 2.0f, distance); wall.transform.localScale = new Vector3(scale, height, 1.0f); wall.transform.parent = walls.transform; } viewPoint = light.transform; }
public static void CreateNewScene() { #if UNITY_5_0_TO_5_2 EditorApplication.NewScene(); #else m_currentScene = UnityEditor.SceneManagement.EditorSceneManager.NewScene(UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects); #endif }
public static void NewScene() { #if UNITY_5_3 || UNITY_5_4 EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects); #else EditorApplication.NewScene(); #endif }
public static void NewScene(bool empty = false) { #if UNITY_5_3_PLUS EditorSceneManager.NewScene(empty ? NewSceneSetup.EmptyScene : NewSceneSetup.DefaultGameObjects); #else EditorApplication.NewScene(); #endif }
private bool Check(bool needSuccessNotify = true) { OnDestroy(); bool isSuccessful = true; string dir = EditorUtility.OpenFolderPanel("Choose need checked folder", EditorTools.GetPathForDisk("Resources"), string.Empty); { string[] dotUnityFiles = EditorTools.GetDotUnityFiles(dir); foreach (string file in dotUnityFiles) { string scenePath = EditorTools.GetPathForAsset(file); EditorApplication.OpenScene(scenePath); GameObject[] goArray = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[]; isSuccessful = Check_Impl(goArray, Path.GetFileName(scenePath) + ": "); } EditorApplication.NewScene(); { List <GameObject> goList = new List <GameObject>(); string[] prefabFiles = EditorTools.GetPrefabFiles(dir); foreach (string file in prefabFiles) { string prefabPath = EditorTools.GetPathForAsset(file); GameObject go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject; if (go != null) { Transform[] transArray = go.GetComponentsInChildren <Transform>(true); foreach (Transform trans in transArray) { goList.Add(trans.gameObject); } } } isSuccessful = Check_Impl(goList.ToArray(), "Prefab: "); } Resources.UnloadUnusedAssets(); } if (isSuccessful && needSuccessNotify) { EditorUtility.DisplayDialog("Missing script check Success!", "Great!", "ok"); return(true); } else if (!isSuccessful) { EditorUtility.DisplayDialog("Missing script check Failed!", "You need to Fix below as shown!", "ok"); return(true); } return(false); }
/// <summary> /// Crea un mapa dado su ancho, alto y nombre. /// </summary> public void CreateMap() { EditorApplication.NewScene(); // Crea una scene nueva. GameObject MapObj = new GameObject("Map"); Camera.main.transform.parent = MapObj.transform; Camera.main.orthographicSize = 5; // Ajusta el tamaƱo de la camara ( la cantidad de espacio que va enfocar) Camera.main.transform.localPosition = new Vector3((float)(Data.Width - 1) / 2, (float)(Data.Heigth - 1) / 2, -10); // Posiciona la camara en el centro del mapa Camera.main.backgroundColor = Color.black; Camera.main.gameObject.AddComponent <MainCamera>(); UnityEngine.Object prefab = AssetDatabase.LoadAssetAtPath(@"Assets/Resources/Tile/DefaultTile1.prefab", typeof(GameObject)); // Carga el prefab que esta por defecto para crear el mapa UnityEngine.Object prefab2 = AssetDatabase.LoadAssetAtPath(@"Assets/Resources/Tile/DefaultTile2.prefab", typeof(GameObject)); // Carga el prefab que esta por defecto para crear el mapa for (int i = 0; i < Data.Width; i++) { for (int j = 0; j < Data.Heigth; j++) { Vector2 position = new Vector2(i, j); GameObject clone = new GameObject(); if ((i + j) % 2 == 0) { clone = EditorWindow.Instantiate(prefab, position, Quaternion.identity) as GameObject; // Agrega un objeto nuevo a la scene. } else { clone = EditorWindow.Instantiate(prefab2, new Vector3(i, j, 0f), Quaternion.identity) as GameObject; } clone.tag = "RPG-CORE"; clone.transform.parent = MapObj.transform; EditorWindow.DestroyImmediate(GameObject.Find("New Game Object")); } } GameObject settings = new GameObject("Settings"); settings.AddComponent <Map>(); if (this.Data.Background != null) { Audio audio = new Audio("BackgroundAudio"); audio.CreateAudioSource(this.Data.Background); audio.gameobject.transform.parent = MapObj.transform; } Map x = settings.GetComponent <Map>(); x.Name = x.Data.Name = this.Data.Name; x.Data.Width = this.Data.Width; x.Data.Heigth = this.Data.Heigth; x.Icon = AssetDatabase.LoadAssetAtPath <Sprite>("Assets/TurnBaseRPG-Creator/RPG-Sprites/MapIcon.png"); x.Id = Guid.NewGuid().ToString(); string returnPath = "Assets/Resources/Maps/" + x.Id + ".unity"; x.Data.MapPath = returnPath; PrefabUtility.CreatePrefab("Assets/Resources/Maps/" + x.Id + ".prefab", x.gameObject); DestroyImmediate(settings); EditorApplication.SaveScene(returnPath);// Guarda la scene. Constant.AddSceneToBuild(returnPath); }
private static void ClearAtlasRef() { EditorApplication.NewScene(); var atlasRef = Resources.Load("Atlas/AtlasRef", typeof(UIAtlas)) as UIAtlas; atlasRef.replacement = null; atlasRef.spriteMaterial = null; }
public void searchPrefab(string prefabLocation) { string assetPath = prefabLocation.Replace(Application.dataPath, "").Replace('\\', '/'); if (!prefabLocation.StartsWith("Assets")) { assetPath = "Assets/" + assetPath; } var prefab = (GameObject)AssetDatabase.LoadAssetAtPath(assetPath, typeof(GameObject)); if (prefab == null) { Debug.LogError("could not load prefab at path: " + assetPath + " input:" + prefabLocation); } //getAllGameObjectsInPrefab() var originalScene = EditorApplication.currentScene; //cheat with a scene in order to make sure to get disabled components. Feels odd, but I hope I find something better later EditorApplication.NewScene(); //delete the main camera and any other default objects var gameobjects = GameObject.FindObjectsOfType <GameObject>(); foreach (var existingGo in gameobjects) { GameObject.DestroyImmediate(existingGo); } GameObject instanceOfPrefab = GameObject.Instantiate(prefab) as GameObject; var listOfGameobjectsInPrefab = getAllGameObjectsInScene(); searchGameObjects(listOfGameobjectsInPrefab); //PrefabUtility.SetPropertyModifications(prefab,new PropertyModification[]{PropertyModification. }); bool connected = PrefabUtility.ReconnectToLastPrefab(instanceOfPrefab); if (!connected) { //ReplacePrefabOptions.namebasedone PrefabUtility.ReplacePrefab(instanceOfPrefab, prefab, ReplacePrefabOptions.ConnectToPrefab); } else { EditorUtility.SetDirty(prefab); } AssetDatabase.SaveAssets(); GameObject.DestroyImmediate(instanceOfPrefab); string scene = originalScene.Replace("Assets/", ""); EditorApplication.OpenScene(scene); //go back to the scene we started with }
public static GameObject NewScene(_TileType tileType) { EditorApplication.NewScene(); GameObject rootObj = new GameObject(); rootObj.name = "TBTK"; Transform rootT = rootObj.transform; GameObject obj = new GameObject(); obj.transform.parent = rootT; obj.name = "Units"; obj = new GameObject(); obj.transform.parent = rootT; obj.name = "GameControl"; //obj.AddComponent<GameControlTB>(); GameControlTB gameControl = obj.AddComponent <GameControlTB>(); gameControl.playerFactionID.Add(0); obj = new GameObject(); obj.transform.parent = rootT; obj.name = "GridManager"; GridManager gridManager = obj.AddComponent <GridManager>(); gridManager.playerPlacementAreas.Add(new Rect()); GameObject hexTile = Resources.Load("ScenePrefab/HexTile", typeof(GameObject)) as GameObject; gridManager.hexTilePrefab = hexTile; GameObject SquareTile = Resources.Load("ScenePrefab/SquareTile", typeof(GameObject)) as GameObject; gridManager.squareTilePrefab = SquareTile; GenerateHexGrid(gridManager, tileType); obj = new GameObject(); obj.transform.parent = rootT; obj.name = "AudioManager"; obj.AddComponent <AudioManager>(); //AudioManager HexGridManager=obj.AddComponent<AudioManager>(); obj = new GameObject(); obj.transform.parent = rootT; obj.name = "PerkManager"; obj.AddComponent <PerkManagerTB>(); //PerkManagerTB perkManager=obj.AddComponent<PerkManagerTB>(); DestroyImmediate(Camera.main.gameObject); GameObject cam = Resources.Load("ScenePrefab/CameraControl", typeof(GameObject)) as GameObject; obj = (GameObject)Instantiate(cam); obj.transform.parent = rootT; obj.name = "CameraControl"; //foreach(Transform child in obj.transform) child.localPosition=new Vector3(0, 20, -20); Camera.main.transform.position = new Vector3(0, 12, -12); Camera.main.transform.rotation = Quaternion.Euler(45, 0, 0); return(rootObj); }
private string OpenNewScene() { var currentScene = EditorApplication.currentScene; if (settings.runTestOnANewScene) { EditorApplication.NewScene(); } return(currentScene); }
public static void RunIntegrationTests() { Debug.Log("RunIntegrationTests"); EditorApplication.NewScene(); var go = new GameObject("BatchTestRunner"); go.AddComponent <BatchTestRunner> (); DontDestroyOnLoad(go); EditorApplication.isPlaying = true; }
public static void RunUnitTests() { var resultFilePath = GetParameterArgument(resultFilePathParam) ?? Directory.GetCurrentDirectory(); if (Directory.Exists(resultFilePath)) { resultFilePath = Path.Combine(resultFilePath, defaultResultFileName); } EditorApplication.NewScene(); UnitTestView.StartTestRun(new string[0], new TestRunnerEventListener(resultFilePath), false); }
static void CreateEmptyScene() { #if UNITY_5_3_OR_NEWER EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects); #else EditorApplication.NewScene(); #endif //EditorApplication.NewScene(); GameObject camObj = Camera.main.gameObject; DestroyImmediate(camObj); }
static void UpdateAllBlackboards(BlackboardEditDelegate blackboardDelegate) { // Update GameObjects in all scenes List <string> sceneNames = FileUtility.SearchFiles(Application.dataPath, "*.unity"); foreach (string sceneName in sceneNames) { // Open scene EditorApplication.OpenScene(sceneName); // Get all GameObjects in the scene var objects = GameObject.FindObjectsOfType(typeof(GameObject)).Where(g => !AssetDatabase.Contains(g.GetInstanceID())).ToArray(); int objectsLength = objects.Length; for (int i = 0; i < objectsLength; i++) { var gameObject = objects[i] as GameObject; EditorUtility.DisplayProgressBar("Updating Scene:" + sceneName, gameObject.name, (float)(i + 1) / objectsLength); // Try to get a blackboard on the gameObject var blackboard = gameObject.GetComponent <InternalBlackboard>(); if (blackboard != null) { blackboardDelegate(blackboard, false); } } EditorApplication.SaveScene(); } // Update Prefabs List <string> prefabNames = FileUtility.SearchFiles(Application.dataPath, "*.prefab"); int dataPathLength = Application.dataPath.Length - 6; // 6 == "Assets".Length EditorApplication.NewScene(); for (int i = 0; i < prefabNames.Count; i++) { // Get the prefab var prefab = AssetDatabase.LoadAssetAtPath(prefabNames[i].Remove(0, dataPathLength), typeof(GameObject)) as GameObject; var prefabInstance = PrefabUtility.InstantiatePrefab(prefab) as GameObject; EditorUtility.DisplayProgressBar("Updating Prefab", prefab.name, (float)(i + 1) / prefabNames.Count); // Try to get a Blackboard in children foreach (InternalBlackboard blackboard in prefabInstance.GetComponentsInChildren <InternalBlackboard>(true)) { blackboardDelegate(blackboard, true); } PrefabUtility.ReplacePrefab(prefabInstance, prefab); } EditorUtility.ClearProgressBar(); }
static void Combine() { Object[] objects = Selection.objects; EditorApplication.SaveCurrentSceneIfUserWantsTo(); EditorApplication.NewScene(); foreach (Object item in objects) { EditorApplication.OpenSceneAdditive(AssetDatabase.GetAssetPath(item)); } }
public static void EndScene() { EditorApplication.SaveCurrentSceneIfUserWantsTo(); EditorApplication.NewScene(); GameObject stmain = (GameObject)GameObject.Instantiate( Resources.LoadAssetAtPath("Assets/Spider-Toolkit/st Main/st Main.prefab", typeof(GameObject))); stmain.name = "st Main"; stmain.transform.parent = Camera.main.transform; Camera.main.backgroundColor = Color.black; Camera.main.orthographic = true; }
private static void FinishSearch() { if (String.IsNullOrEmpty(searchStartScene)) { EditorApplication.NewScene(); } else if (EditorApplication.currentScene != searchStartScene) { EditorApplication.OpenScene(searchStartScene); } EditorUtility.ClearProgressBar(); }
public void CreateDefaultProject() { if (!_isSceneOpen) { EditorApplication.NewScene(); // TODO: Add stuff to default scene EditorApplication.SaveScene("Tutorial", false); _isSceneOpen = true; } }