Unity - Scripting API: Scene
struct in UnityEngine.SceneManagement
/
Implemented in:UnityEngine.CoreModule
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Description
The runtime data structure for a scene.
This object can be used to query information about a scene, and as an input to various scene manipulation functions in SceneManager and EditorSceneManager. To query the PhysicsScene that is assigned to the scene, use the PhysicsSceneExtensions.GetPhysicsScene method.
The following script prints some information about the currently loaded scene, creates and switches to a new scene, then prints the same information for the new scene. To use the script, attach it to a GameObject and run the project.
Properties
| Property | Description |
|---|---|
| buildIndex | Return the index of the Scene in the Build Settings. |
| isDirty | Returns true if the Scene is modified. |
| isLoaded | IsLoaded is set to true after loading has completed and objects have been enabled. |
| name | Returns the name of the Scene that is currently active in the game or app. |
| path | Returns the relative path of the Scene. For example: "Assets/MyScenes/MyScene.unity". |
| rootCount | The number of root transforms of this Scene. |
Public Methods
| Method | Description |
|---|---|
| GetRootGameObjects | Returns all the root game objects in the Scene. |
| IsValid | Whether this is a valid Scene. A Scene may be invalid if, for example, you tried to open a Scene that does not exist. In this case, the Scene returned from EditorSceneManager.OpenScene would return False for IsValid. |
Operators
| Operator | Description |
|---|---|
| operator != | Returns true if the Scenes are different. |
| operator == | Returns true if the Scenes are equal. |