public static void ClearDirty() { //ActiveEditorTracker.sharedTracker.ClearDirty(); foreach (var comp in GetAllSceneComponents()) { EditorUtility.ClearDirty(comp); } EditorSceneManager.ClearSceneDirtiness(EditorSceneManager.GetActiveScene()); }
internal static bool CreateBuiltinScene(BuiltinTemplateType type, bool loadAdditively) { if (loadAdditively && HasSceneUntitled() && !EditorSceneManager.SaveOpenScenes()) { return(false); } if (!loadAdditively && !EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { return(false); } var eventType = type != BuiltinTemplateType.Empty ? SceneTemplateAnalytics.SceneInstantiationType.DefaultScene : SceneTemplateAnalytics.SceneInstantiationType.EmptyScene; var instantiateEvent = new SceneTemplateAnalytics.SceneInstantiationEvent(eventType) { additive = loadAdditively }; Scene scene; switch (type) { case BuiltinTemplateType.Default2DMode3DCamera: // Fake 3D mode to ensure proper set of default game objects are created. EditorSettings.defaultBehaviorMode = EditorBehaviorMode.Mode3D; scene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, loadAdditively ? NewSceneMode.Additive : NewSceneMode.Single); EditorSettings.defaultBehaviorMode = EditorBehaviorMode.Mode2D; break; case BuiltinTemplateType.Default3D: scene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, loadAdditively ? NewSceneMode.Additive : NewSceneMode.Single); break; case BuiltinTemplateType.Default2D: scene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, loadAdditively ? NewSceneMode.Additive : NewSceneMode.Single); break; default: scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, loadAdditively ? NewSceneMode.Additive : NewSceneMode.Single); break; } EditorSceneManager.ClearSceneDirtiness(scene); SceneTemplateAnalytics.SendSceneInstantiationEvent(instantiateEvent); return(true); }
public void ClearDirtiness() { EditorSceneManager.ClearSceneDirtiness(m_PreviewScene); m_InitialSceneDirtyID = m_PreviewScene.dirtyID; }
public void ClearDirtiness() { EditorSceneManager.ClearSceneDirtiness(m_PreviewScene); m_InitialSceneDirtyID = m_PreviewScene.dirtyID; m_StageDirtiedFired = false; }