Instantly share code, notes, and snippets.

Embed
What would you like to do?
A Scene Manager Utility Window for Unity

Scene Manager

A Scene Manager utility window for Unity.

Inspired by Kenney sceneWindow.cs

Deprecation Notice

This gist is deprecated due to release of this utility on Asset Store, you can now get the latest version of this utility from Asset Store, but it is available here as is without any updates.

Features

  • Open, Close and Delete Scenes
  • Apply Bulk Actions (Delete or Open Scenes)
  • Apply General Actions (Save Modified or Open Scenes)
  • Create New Scene

Screenshots

Scene Manager Window

Installation

  • Download or Copy/Paste the Script to an Editor folder in Unity like Assets/Editor
  • Navigate to Tools > Scene Manager menu to open the window
  • You are ready to go!

Related

Resources

License

MIT @ Hasan Bayat

Made with ❤️ by Hasan Bayat

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEditor;
using UnityEditor.SceneManagement;
public class SceneManagerWindow : EditorWindow
{
protected Vector2 scrollPosition;
protected NewSceneSetup newSceneSetup = NewSceneSetup.DefaultGameObjects;
protected NewSceneMode newSceneMode = NewSceneMode.Single;
protected OpenSceneMode openSceneMode = OpenSceneMode.Single;
protected bool showPath = false;
protected bool showAddToBuild = true;
protected bool askBeforeDelete = true;
protected bool [] selectedScenes;
protected string [] guids;
[MenuItem ( "Tools/Scene Manager" )]
public static void Init ()
{
var window = EditorWindow.GetWindow<SceneManagerWindow> ( "Scene Manager" );
window.Show ();
}
protected virtual void OnGUI ()
{
List<EditorBuildSettingsScene> buildScenes = new List<EditorBuildSettingsScene> ( EditorBuildSettings.scenes );
GUILayout.Label ( "Scenes", EditorStyles.boldLabel );
this.guids = AssetDatabase.FindAssets ( "t:Scene" );
if ( this.selectedScenes == null || this.selectedScenes.Length != guids.Length )
{
this.selectedScenes = new bool[guids.Length];
}
this.scrollPosition = EditorGUILayout.BeginScrollView ( this.scrollPosition );
EditorGUILayout.BeginVertical ();
for ( int i = 0; i < guids.Length; i++ )
{
string path = AssetDatabase.GUIDToAssetPath ( guids [ i ] );
SceneAsset sceneAsset = AssetDatabase.LoadAssetAtPath<SceneAsset> ( path );
EditorBuildSettingsScene buildScene = buildScenes.Find ( (editorBuildScene ) =>
{
return editorBuildScene.path == path;
} );
Scene scene = SceneManager.GetSceneByPath ( path );
bool isOpen = scene.IsValid () && scene.isLoaded;
EditorGUILayout.BeginHorizontal ();
this.selectedScenes [ i ] = EditorGUILayout.Toggle ( this.selectedScenes [ i ], GUILayout.Width ( 15 ) );
if ( isOpen )
{
GUILayout.Label ( sceneAsset.name, EditorStyles.whiteLabel );
}
else
{
GUILayout.Label ( sceneAsset.name, EditorStyles.wordWrappedLabel );
}
if ( this.showPath )
{
GUILayout.Label ( path, EditorStyles.wordWrappedLabel );
}
if ( buildScene == null )
{
if ( this.showAddToBuild )
{
if ( GUILayout.Button ( "Add to Build" ) )
{
AddToBuild ( path );
}
}
}
if ( GUILayout.Button ( isOpen ? "Close" : "Open", GUILayout.Width ( 50 ) ) )
{
if ( isOpen )
{
EditorSceneManager.CloseScene ( scene, true );
}
else
{
Open ( path );
}
}
if ( GUILayout.Button ( "Delete", GUILayout.Width ( 50 ) ) )
{
Delete ( path );
}
EditorGUILayout.EndHorizontal ();
}
if ( GUILayout.Button ( "Create New Scene" ) )
{
Scene newScene = EditorSceneManager.NewScene ( this.newSceneSetup, this.newSceneMode );
EditorSceneManager.SaveScene ( newScene );
}
EditorGUILayout.EndVertical ();
EditorGUILayout.EndScrollView ();
GUILayout.Label ( "Bulk Actions", EditorStyles.boldLabel );
bool anySelected = false;
for ( int i = 0; i < this.selectedScenes.Length; i++ )
{
anySelected |= this.selectedScenes [ i ];
}
GUI.enabled = anySelected;
EditorGUILayout.BeginHorizontal ();
if ( GUILayout.Button ( "Delete" ) )
{
for ( int i = 0; i < this.selectedScenes.Length; i++ )
{
if ( this.selectedScenes [ i ] )
{
Delete ( AssetDatabase.GUIDToAssetPath ( this.guids [ i ] ) );
}
}
}
if ( GUILayout.Button ( "Open Additive" ) )
{
OpenSceneMode openMode = this.openSceneMode;
this.openSceneMode = OpenSceneMode.Additive;
for ( int i = 0; i < this.selectedScenes.Length; i++ )
{
if ( this.selectedScenes [ i ] )
{
Open ( AssetDatabase.GUIDToAssetPath ( this.guids [ i ] ) );
}
}
this.openSceneMode = openMode;
}
EditorGUILayout.EndHorizontal ();
GUI.enabled = true;
GUILayout.Label ( "Actions", EditorStyles.boldLabel );
EditorGUILayout.BeginHorizontal ();
if ( GUILayout.Button ( "Save Modified Scenes" ) )
{
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo ();
}
if ( GUILayout.Button ( "Save Open Scenes" ) )
{
EditorSceneManager.SaveOpenScenes ();
}
EditorGUILayout.EndHorizontal ();
GUILayout.Label ( "Settings", EditorStyles.boldLabel );
this.newSceneSetup = ( NewSceneSetup )EditorGUILayout.EnumPopup ( "New Scene Setup", this.newSceneSetup );
this.newSceneMode = ( NewSceneMode )EditorGUILayout.EnumPopup ( "New Scene Mode", this.newSceneMode );
this.openSceneMode = ( OpenSceneMode )EditorGUILayout.EnumPopup ( "Open Scene Mode", this.openSceneMode );
this.showPath = EditorGUILayout.Toggle ( "Show Path", this.showPath );
this.showAddToBuild = EditorGUILayout.Toggle ( "Show Add To Build", this.showAddToBuild );
this.askBeforeDelete = EditorGUILayout.Toggle ( "Ask Before Delete", this.askBeforeDelete );
}
public virtual void Open ( string path )
{
if ( EditorSceneManager.EnsureUntitledSceneHasBeenSaved ( "You don't have saved the Untitled Scene, Do you want to leave?" ) )
{
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo ();
EditorSceneManager.OpenScene ( path, this.openSceneMode );
}
}
public virtual void Delete ( string path )
{
if ( !askBeforeDelete || EditorUtility.DisplayDialog (
"Delete Scene",
string.Format (
"Are you sure you want to delete the below scene: {0}",
path ),
"Delete",
"Cancel" ) )
{
AssetDatabase.DeleteAsset ( path );
AssetDatabase.Refresh ();
}
}
public virtual void AddToBuild ( string path )
{
List<EditorBuildSettingsScene> scenes = new List<EditorBuildSettingsScene> ( EditorBuildSettings.scenes );
scenes.Add ( new EditorBuildSettingsScene ( path, true ) );
EditorBuildSettings.scenes = scenes.ToArray ();
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment