private static void EditorSceneManagerOnSceneClosing(Scene scene, bool removingScene) { //Scene closing is called multiple times on the same scene which messes with the scene visibility persistent data if (BuildPipeline.isBuildingPlayer) { return; } SceneVisibilityState.GeneratePersistentDataForLoadedScene(scene); }
private static void EditorSceneManagerOnSceneClosing(Scene scene, bool removingScene) { SceneVisibilityState.GeneratePersistentDataForLoadedScene(scene); }