Version: 2018.3 (switch to 2019.1)
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  • C#

EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo

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public static bool SaveCurrentModifiedScenesIfUserWantsTo();

Returns

bool This returns true if you chose to save the Scene or Scenes, and returns false if you pressed Cancel.

Description

Asks you if you want to save the modified Scene or Scenes.

The hierarchy window shows all open Scenes. They can be saved or unsaved. The SaveCurrentModifiedScenesIfUserWantsTo() presents a window showing the unsaved modified Scenes. Save will write the changed Scenes; Cancel will do nothing and leave the Scenes unchanged. The Save button returns true. The Cancel button returns false.

SaveCurrentModifiedScenesIfUserWantsTo() is run from the editor. The creation of an editor menu item is required. The following example shows this menu item.

// Add an editor menu item that enables Scenes to be saved or not,
// This example adds the editor extension into an Examples menu.

using UnityEngine; using UnityEditor; using UnityEditor.SceneManagement;

public class ExampleClass : MonoBehaviour { [MenuItem("Examples/Save current Scene(s) if required")] static void MaybeSaveScenes() { if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { Debug.Log("Save Scene(s)"); } else { Debug.Log("Don't save Scene(s)"); } } }

Note: Currently a window with three buttons is shown. Save and /Don't Save/ both cause the Scene(s) to be written. Cancel leaves the Scene(s) untouched.

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