class in UnityEditor.SceneManagement
/
継承:SceneManagement.SceneManager
エディターでのシーン管理
| DefaultSceneCullingMask | Use SceneCullingMasks.DefaultSceneCullingMask instead. | 
| loadedSceneCount | 読み込まれているシーン数 | 
| playModeStartScene | Loads this SceneAsset when you start Play Mode. | 
| preventCrossSceneReferences | 他のシーンを指す参照 (cross-Scene references) がエディターで可能かどうかを制御します。 | 
| previewSceneCount | The current amount of active preview Scenes. | 
| CalculateAvailableSceneCullingMask | Go through all Scenes and find the smallest unused bit in the unition of all Scene culling masks. | 
| ClosePreviewScene | Closes a preview Scene created by NewPreviewScene. | 
| CloseScene | シーンを閉じます。 removeScene フラグが true であれば閉じたシーンは EditorSceneManager から削除されます。 | 
| DetectCrossSceneReferences | Detects cross-Scene references in a Scene. | 
| EnsureUntitledSceneHasBeenSaved | Shows a save dialog if an Untitled Scene exists in the current Scene manager setup. | 
| GetSceneCullingMask | Return the culling mask set on the given Scene. | 
| GetSceneManagerSetup | SceneManager の現在の SceneSetUp を返します。 | 
| IsPreviewScene | Is the Scene a preview Scene? | 
| IsPreviewSceneObject | Is this object part of a preview Scene? | 
| LoadSceneAsyncInPlayMode | This method allows you to load a Scene during playmode in the editor, without requiring the Scene to be included in the Build Settings Scene list. | 
| LoadSceneInPlayMode | This method allows you to load a Scene during playmode in the editor, without requiring the Scene to be included in the Build Settings Scene list. | 
| MarkAllScenesDirty | 読み込まれているすべてのシーンを修正済みとして印を付ける。 | 
| MarkSceneDirty | シーンを修正済みとして印を付ける | 
| MoveSceneAfter | 現在ヒエラルキーウィンドウで開いているシーンの順番を入れ替えられます。 ソースシーンは移動先シシーンの後に移動します。 | 
| MoveSceneBefore | 現在ヒエラルキーウィンドウで開いているシーンの順番を入れ替えられます。 ソースシーンは移動先シーンの前に移動します。 | 
| NewPreviewScene | Creates a new preview Scene. Any object added to a preview Scene will only be rendered in that Scene. | 
| NewScene | 新しくシーンを作成します | 
| OpenScene | エディターでシーンを開きます。 | 
| RestoreSceneManagerSetup | SceneManager の SceneSetup を復元します。 | 
| SaveCurrentModifiedScenesIfUserWantsTo | Asks you if you want to save the modified Scene or Scenes. | 
| SaveModifiedScenesIfUserWantsTo | Asks whether the modfied input Scenes should be saved. | 
| SaveOpenScenes | 開いているシーンをすべて保存します。 | 
| SaveScene | シーンを保存します。 | 
| SaveScenes | シーンのリストを保存します。 | 
| SetSceneCullingMask | Set the culling mask on this scene to this value. Cameras will only render objects in Scenes that have the same bits set in their culling mask. | 
| activeSceneChangedInEditMode | Subscribe to this event to get notified when the active Scene has changed in Edit mode in the Editor. | 
| newSceneCreated | This event is called after a new Scene has been created. | 
| sceneClosed | This event is called after a Scene has been closed in the editor. | 
| sceneClosing | This event is called before closing an open Scene after you have requested that the Scene is closed. | 
| sceneDirtied | This event is called after a Scene has been modified in the editor. | 
| sceneOpened | This event is called after a Scene has been opened in the editor. | 
| sceneOpening | This event is called before opening an existing Scene. | 
| sceneSaved | This event is called after a Scene has been saved. | 
| sceneSaving | This event is called before a Scene is saved disk after you have requested the Scene to be saved. | 
| NewSceneCreatedCallback | Callbacks of this type which have been added to the newSceneCreated event are called after a new Scene has been created. | 
| SceneClosedCallback | Callbacks of this type which have been added to the sceneClosed event are called immediately after the Scene has been closed. | 
| SceneClosingCallback | Callbacks of this type which have been added to the sceneClosing event are called just before a Scene is closed. | 
| SceneDirtiedCallback | Callbacks of this type which have been added to the sceneDirtied event are called after a Scene changes from being unmodified to being modified. | 
| SceneOpenedCallback | Callbacks of this type which have been added to the sceneOpened event are called after a Scene has been opened. | 
| SceneOpeningCallback | Callbacks of this type which have been added to the sceneOpening event are called just before opening a Scene. | 
| SceneSavedCallback | Callbacks of this type which have been added to the sceneSaved event are called after a Scene has been saved. | 
| SceneSavingCallback | Callbacks of this type which have been added to the sceneSaving event are called just before the Scene is saved. | 
| sceneCount | The total number of currently loaded Scenes. | 
| sceneCountInBuildSettings | Number of Scenes in Build Settings. | 
| CreateScene | Create an empty new Scene at runtime with the given name. | 
| GetActiveScene | Gets the currently active Scene. | 
| GetSceneAt | Get the Scene at index in the SceneManager's list of loaded Scenes. | 
| GetSceneByBuildIndex | Get a Scene struct from a build index. | 
| GetSceneByName | Searches through the Scenes loaded for a Scene with the given name. | 
| GetSceneByPath | Searches all Scenes loaded for a Scene that has the given asset path. | 
| LoadScene | Loads the Scene by its name or index in Build Settings. | 
| LoadSceneAsync | Loads the Scene asynchronously in the background. | 
| MergeScenes | This will merge the source Scene into the destinationScene. | 
| MoveGameObjectToScene | Move a GameObject from its current Scene to a new Scene. | 
| SetActiveScene | Set the Scene to be active. | 
| UnloadSceneAsync | Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager. | 
| activeSceneChanged | Subscribe to this event to get notified when the active Scene has changed. | 
| sceneLoaded | Add a delegate to this to get notifications when a Scene has loaded. | 
| sceneUnloaded | Add a delegate to this to get notifications when a Scene has unloaded. |