Пример #1
0
        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);
        }
Пример #2
0
 private static void EditorSceneManagerOnSceneClosing(Scene scene, bool removingScene)
 {
     SceneVisibilityState.GeneratePersistentDataForLoadedScene(scene);
 }