To get a list of your loaded scenes at runtime, get the sceneCount and iterate over the scenes with GetSceneAt.To restore your Hierarchy window, recreate the list of SceneSetups and use EditorSceneManager.RestoreSceneManagerSetup. You can serialize the objects into a ScriptableObject along with any other information you want to store about your scene setup. To avoid having to setup your Hierarchy window every time you restart the Editor, or to store different setups, use EditorSceneManager.GetSceneManagerSetup, which also gets a list of SceneSetup objects that describes the current setup.At the end of this section you should end up with a working module which allows you to select a channel to average, and produce an output channel with averaged values. To move objects to the root of a scene, use Undo.MoveGameObjectToScene. To demonstrate both the simplicity and power of the new C++ Script the rst part of this manual shows you how to implement a simple averaging module.More info See in Glossary in a scene, use PrefabUtility.InstantiatePrefab. The prefab acts as a template from which you can create new object instances in the scene. 1 Gateway Event Scripts Overview 1.1 Other Event Scripts 2 Startup Script 2.1 Gateway Startup Behavior 3 Update Script 4 Shutdown Script 4. To instantiate a prefab An asset type that allows you to store a GameObject complete with components and properties. The Gateway Event scripting workspace is located in the Scripting menu of the Designer or in the Project Browser under Scripting > Gateway Events.When using scripts at runtime to edit multiple scenes, use the functions in the SceneManager class such as LoadScene and UnloadScene. SceneSetup utility class: A utility class that you can use to store information about a scene that is in the Hierarchy window. EditorSceneManager API: This class is only available only in the Editor and has several functions to implement all the Multi-Scene editing features described in the pages Setup multiple scenes and Bake data in multiple scenes.Scene struct: Available both in the Editor and at runtime, Scene struct contains read-only properties that relate to the scene itself, such as name and asset path.When using (or running) scripts within the Editor, use: More info See in Glossary within the Editor or at runtime. More info See in Glossary using scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. can edit multiple scenes A Scene contains the environments and menus of your game. It is called "rotate" and it rotates the entity that it is attached to by 10° every second. If you're rewriting parts of the engine you probably don't need this introduction to scripting. Generally you won't have to worry about the engine code, it's a single JavaScript file included into your application. The Engine, which is provided by Pla圜anvas, implements general purpose functionality such as graphics rendering, input handling, audio, and the interface to the Pla圜anvas tools and Scripts which are often specific to your application or re-usable chunks that provide useful behaviors. You can think of your application as divided into two separate code bases. You can use it to define and initialize member variables of the script instance. They are written in regular JavaScript the same programming language that is used to program web pages. The initialize method is only called once for each entity. Scripts are how you make your Pla圜anvas application interactive.
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