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Question by Rustam-Ganeyev · Apr 02, 2013 at 09:46 AM · sceneeditor window

type of scene asset

I'm making editor window that will perform some operations on scenes(*.unity). And i want to objectfield with just scene support.

 I have code something like this:
 private void OnGUI() {
   scene = EditorGUILayout.ObjectField(scenes[i], typeof (Object), false, null);
   //other stuff
 }

  EditorGUILayout.ObjectField(scenes[i], typeof (<what type?>), false, null);

with that code scene can take any object. What type I need to put just to allow only scenes there? I tried EditorBuildSettingsScene, but it doesn't allow any scene to put in my editor window.

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avatar image whydoidoit · Apr 02, 2013 at 09:57 AM 0
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I've no idea off hand - but you can tell by just doing

if(scene != null) Debug.Log(scene.GetType().FullName);

In the code you have and drop a scene into the ObjectField.

avatar image Rustam-Ganeyev · Apr 02, 2013 at 10:21 AM 0
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it's type - UnityEngine.SceneAsset, unity's internal type

avatar image stechmann · Nov 26, 2013 at 06:07 AM 0
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when i use UnityEngine.SceneAsset in my code, the compiler complains that this class name does not exist... ?

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Answer by FriesB_DAEStudios · Jun 25, 2014 at 12:40 PM

UnityEngine.SceneAsset is not recognized by the compiler, but you can check if the Object.ToString() ends with "(UnityEngine.SceneAsset)". I used a workaround to create a level manager which creates the order in which levels will be played.

This is how I managed it:

 public string LevelName;
 private Object _levelScene;
 public Object LevelScene
 {
     get {return _levelScene;}
     set
     {
         //Only set when the value is changed
         if(_levelScene != value && value != null)
         {
             string name = value.ToString();
             if(name.Contains(" (UnityEngine.SceneAsset)"))
             {
                 _levelScene = value;
                 LevelName = name.Substring(0,name.IndexOf(" (UnityEngine.SceneAsset)"));
             }
         }
     }
 }

And in editor window:

 LevelScene = EditorGUILayout.ObjectField("Scene",LevelScene,typeof(Object),false);

Later, I can load the correct level using the LevelName.

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