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Auto-boot your Unity game when entering Play mode
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using System; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine.SceneManagement; | |
namespace EternalConstruct.Editor.Utils | |
{ | |
[InitializeOnLoad] | |
public static class LoadInitialSceneOnEditorPlay | |
{ | |
private const string InitialSceneName = @"Bootstrap"; | |
private const string PreviousScenesPrefsKey = "_PreviousScenes"; | |
static LoadInitialSceneOnEditorPlay() | |
{ | |
EditorApplication.playModeStateChanged += change => | |
{ | |
switch (change) | |
{ | |
case PlayModeStateChange.ExitingEditMode: | |
if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) | |
{ | |
EditorApplication.isPlaying = false; | |
return; | |
} | |
var previousScenes = new List<string>(); | |
for (var i = 0; i < SceneManager.sceneCount; i++) | |
{ | |
previousScenes.Add(SceneManager.GetSceneAt(i).path); | |
} | |
EditorPrefs.SetString(PreviousScenesPrefsKey, string.Join("|", previousScenes)); | |
previousScenes.Clear(); | |
EditorSceneManager.OpenScene($"/Path/To/Your/Scenes/{InitialSceneName}.unity"); | |
break; | |
case PlayModeStateChange.EnteredEditMode: | |
var scenesToRestore = EditorPrefs.GetString(PreviousScenesPrefsKey).Split('|'); | |
for (var index = 0; index < scenesToRestore.Length; index++) | |
{ | |
var scene = scenesToRestore[index]; | |
EditorSceneManager.OpenScene(scene, | |
index == 0 ? OpenSceneMode.Single : OpenSceneMode.Additive); | |
} | |
EditorPrefs.DeleteKey(PreviousScenesPrefsKey); | |
break; | |
case PlayModeStateChange.ExitingPlayMode: | |
break; | |
case PlayModeStateChange.EnteredPlayMode: | |
break; | |
default: | |
throw new ArgumentOutOfRangeException(nameof(change), change, null); | |
} | |
}; | |
} | |
} | |
} |
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