private static void SceneSaved(Scene scene) { var original = EditorBuildSettings.scenes; for (int i = 0; i < original.Length; i++) { var s = original[i].path; if (s != scene.path) { continue; } SaveSceneName.SaveScenesName(); return; } var newSettings = new EditorBuildSettingsScene[original.Length + 1]; System.Array.Copy(original, newSettings, original.Length); var sceneToAdd = new EditorBuildSettingsScene(scene.path, true); newSettings[newSettings.Length - 1] = sceneToAdd; EditorBuildSettings.scenes = newSettings; SaveSceneName.SaveScenesName(); }
public static void Saved(Scene scene) { new GameObject("[SETUP]"); var s = new GameObject("[SCENE]"); var d = new GameObject("Dynamic"); d.transform.parent = s.transform; Debug.Log("New scene created!"); SaveSceneName.SaveScenesName(); }