index | Index of the scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount. |
Scene A reference to the scene at the index specified.
Get the scene at index in the SceneManager's list of added scenes.
#pragma strict import UnityEditor; import UnityEditor.SceneManagement; import UnityEngine.SceneManagement; import UnityEngine;
public class Example { // adds a menu item which gives a brief summary of currently open scenes @MenuItem("SceneExample/Scene Summary") public static function ListSceneNames() { var output: String = ""; if (SceneManager.sceneCount > 0) { for (var n: int = 0; n < SceneManager.sceneCount; ++n) { var scene: Scene = SceneManager.GetSceneAt(n); output += scene.name; output += scene.isLoaded ? " (Loaded, " : " (Not Loaded, "; output += scene.isDirty ? "Dirty, " : "Clean, "; output += scene.buildIndex >= 0 ? " in build)\n" : " NOT in build)\n"; } } else { output = "No open scenes."; } EditorUtility.DisplayDialog("Scene Summary", output, "Ok"); } }
using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine.SceneManagement; using UnityEngine; public class Example { // adds a menu item which gives a brief summary of currently open scenes [MenuItem("SceneExample/Scene Summary")] public static void ListSceneNames() { string output = ""; if (SceneManager.sceneCount > 0) { for (int n = 0; n < SceneManager.sceneCount; ++n) { Scene scene = SceneManager.GetSceneAt(n); output += scene.name; output += scene.isLoaded ? " (Loaded, " : " (Not Loaded, "; output += scene.isDirty ? "Dirty, " : "Clean, "; output += scene.buildIndex >= 0 ? " in build)\n" : " NOT in build)\n"; } } else { output = "No open scenes."; } EditorUtility.DisplayDialog("Scene Summary", output, "Ok"); } }