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Documentation

This package provides a set of utilities, editor windows and scripts to manage scenes in your Unity projects. It works by setting up a set of assets which can then be used as references to load groups of scenes via editor windows and runtime scripts.

Getting Started

Open Unity Package Manager, select Scriptable Scenes package and import Defaults Sample:

Make sure SetupScene and PlayScene are added to Build Settings:

Open Scriptable Scene Window by selecting Window/CHARK/Scriptable Scenes menu item:

This will open an Editor window which allows you to view all Scriptable Scene Collection assets present in the project.

The Defaults Sample contains a set of Scriptable Scene assets and Scriptable Scene Collection assets which can be used as a starting point for any project. Additionally, it includes a SetupScene which can be used as a setup/preload scene (e.g., scene for manager classes, XR rig). It also includes components needed for scene loading logic to work, namely the Scriptable Scene Controller.

If you create new Scriptable Scene Collection assets, they will automatically appear in this window. Additionally, you can move, edit or delete the files created by this sample as per your project requirements:

The following actions can be performed on each entry:

Note, rearranging entries in this list will only affect your local editor and will not show up in version control.

Creating New Collection

Instead of importing samples, you can start from scratch and create each asset and component manually.

To create a new collection you'll need the following:

And optionally:

Scriptable Scene

First you'll need to define scenes which go into the collection. Instead of specifying a hard-coded scene path or build index, this package provides a way to safety refer to scenes via Scriptable Objects (Scriptable Scene assets).

To create a Scriptable Scene asset, right-click anywhere in the Project Window and select Create/CHARK/Scriptable Scenes/Scriptable Scene:

After creating, select the asset, set the Pretty Name field and specify scene in Scene Asset field.

Available properties for customization:

  • Scene Asset - the .unity scene this asset is referring to. Drag in the scene file you want this asset to load.
  • Pretty Name - user-defined name for the scene. If left blank, a default name will be used.
  • Is Active - should this scene be activated when it gets loaded by a collection? Set this to true for main gameplay scenes.
  • Is Persist - should this scene never be unloaded, even when switching collections? Set this to true for setup/preload scenes.
  • Scene Events - events invoked on this Scriptable Scene asset.

Scriptable Scene Collection

Once you have defined a set of Scriptable Scene assets, you'll need to create a Scriptable Scene Collection asset which will be used to group and load a set of scenes at the same time. These scenes will be loaded additively.

To create a Scriptable Scene Collection asset, right-click in the Project Window and select Create/CHARK/Scriptable Scenes/Scriptable Scene Collection:

Open the asset, set Pretty Name and select your Scriptable Scene assets which will be loaded by this Scriptable Scene Collection.

Available properties for customization:

  • Pretty Name - user-defined name for the collection. If left blank, a default name will be used.
  • Transition - Scriptable Scene Transition asset which can be used to smoothly transition between scenes. If left unset, no transitions will be used.
  • Scriptable Scenes - Scriptable Scene assets to load when this collection is loaded. The order in this list defines the order of scenes in the scene hierarchy.
  • Collection Events - events invoked on this Scriptable Scene Collection.
  • Scene Events - events invoked on any of Scriptable Scene assets in this collection.
  • Actions - set of actions that can be performed with this collection. These are the same actions as in Scriptable Scene Window.

Scriptable Scene Controller

Once you have a set of collections ready, do the following in your primary setup/preload scene:

  • Create a new GameObject.
  • Add Scriptable Scene Controller component.
  • Specify Initial Collection to define which collection loads first in build.

The Scriptable Scene Controller component manages scene loading. You should always have an instance of this component in one of your scenes in order to use this package. Keep in mind that only one instance of this component may exist in them game, therefore it is recommended to place this component in your setup/preload scene.

You can adjust the following properties on this component:

  • Initial Collection - Scriptable Scene Collection which will be loaded first in build. Usually a set of scenes, such as menu scene or a splash screen scene with the setup scene being the first one.
  • Initial Collection Load Mode - which Unity Lifecycle method to use when loading the Initial collection.
  • Collection Events - events invoked on any Scriptable Scene Collection.
  • Scene Events - events invoked on any Scriptable Scene.

Fade Transition (optional)

By default, the package includes a simple fade transition which can be used to fade-in/fade-out a loading screen when switching between scenes (custom transitions can also be created by inheriting Scriptable Scene Transition class).

To create a new Fade Scriptable Scene Transition asset, right-click in the Project Window and select Create/CHARK/Scriptable Scenes/Fade Scriptable Scene Transition:

You can adjust the following properties on this asset:

  • Fade In Alpha - alpha value to be set onto the loading screen Canvas when a collection starts loading.
  • Fade Out Alpha - alpha value to be set onto the loading screen Canvas when a collection finishes loading.
  • Transition Delay Seconds - how long to wait before transitioning (fake loading duration).
  • Fade In Duration Seconds - how long should the fade in effect take.
  • Fade Out Duration Seconds - how long should the fade out effect take.

Finally, after you have created the Fade Scriptable Scene Transition asset, add Fade Canvas component onto any Canvas which contains loading screen logic in your setup/preload scene:

Afterward you can reference the Fade Scriptable Scene Transition in any of the Scriptable Scene Collection assets to enable fading.

Scripting

Loading Collections via Code

First you must obtain a reference to a Scriptable Scene Controller. This can be done via SerializeField or any other means, such as using Object.FindObjectOfType<ScriptableSceneController>() and so on, depending on your project setup.

Additionally, you'll need to obtain a set of Scriptable Scene Collection references. Since these as Scriptable Objects, all you need to do is define a set of SerializeField and load them directly. However, you can load and structure this however you like, e.g., by maintaining lists of scenes, loading them randomly, etc...

using CHARK.ScriptableScenes;
using UnityEngine;

internal sealed class GameManager : MonoBehaviour
{
    // Obtain a reference to ScriptableSceneController
    [SerializeField]
    private ScriptableSceneController controller;

    // Obtain a set references to ScriptableSceneCollection
    [SerializeField]
    private ScriptableSceneCollection mainMenuCollection;

    [SerializeField]
    private ScriptableSceneCollection playCollection;

    // Load levels via ScriptableSceneController
    internal void LoadMainMenuLevel()
    {
        controller.LoadSceneCollection(mainMenuCollection);
    }

    internal void LoadPlayLevel()
    {
        controller.LoadSceneCollection(playCollection);
    }
}

APIs

Explore public APIs defined in the following scripts, each public method and property is documented and should be self-explanatory:

For breaking changes, keep an eye out for Changelog.