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SceneManager.GetSceneAt

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public static function GetSceneAt(index: int): SceneManagement.Scene;
public static SceneManagement.Scene GetSceneAt(int index);

Parameters

index Index of the scene to get. Index must be greater than or equal to 0 and less than SceneManager.sceneCount.

Returns

Scene A reference to the scene at the index specified.

Description

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");
    }
}