Edited at

Unityでプロジェクトを開いたときにBuild Settingsと同じシーンをロードする


はじめに

マルチシーンで作っている時に毎回、プロジェクトを開く度にHierarychyにシーンを追加するのが面倒だったのでBuild Settingsと同じシーンを一気に開けるようにしました。


スクリプト

プロジェクトにEditorフォルダを作り、以下のスクリプトを配置するだけです。

Unity2018.3.6f1で動作確認しました。


Editor/BuildSettingsSceneLoader.cs

// MIT License

//
// Copyright (c) 2019 shiena
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

using System.IO;
using System.Reflection;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.Events;

namespace Editor
{
public static class EditorApplicationUtility
{
private const BindingFlags BINDING_ATTR = BindingFlags.Static | BindingFlags.Instance | BindingFlags.NonPublic;

private static readonly FieldInfo m_info = typeof(EditorApplication).GetField("projectWasLoaded", BINDING_ATTR);

public static UnityAction projectWasLoaded
{
get { return m_info.GetValue(null) as UnityAction; }
set
{
var functions = m_info.GetValue(null) as UnityAction;
functions += value;
m_info.SetValue(null, functions);
}
}
}

public static class BuildSettingsSceneLoader
{
[InitializeOnLoadMethod]
private static void LoadBuildSettingsScenes()
{
EditorApplicationUtility.projectWasLoaded += () =>
{
var isFirstScene = true;
foreach (var scene in EditorBuildSettings.scenes)
{
if (!(scene.enabled && File.Exists(scene.path)))
{
continue;
}

if (isFirstScene)
{
EditorSceneManager.OpenScene(scene.path, OpenSceneMode.Single);

isFirstScene = false;
}
else
{
EditorSceneManager.OpenScene(scene.path, OpenSceneMode.Additive);
}
}
};
}
}
}



解説

大した事はしていませんが、プロジェクトを開いたときに実行するInitializeOnLoadMethodAttributeとプロジェクトロード完了時に実行するEditorApplication.projectWasLoadedを組み合わせてBuild Settingsに設定したシーンを開いています。


参考リンク