Class ScyllaEditorSceneUtil
Finds and creates the scene objects every Scylla setup needs, so module wizards share one implementation.
Inherited Members
Namespace: Scylla.Core.Editor
Assembly: ScyllaCore.Editor.dll
Syntax
public static class ScyllaEditorSceneUtil
Remarks
A module wizard creates the ScyllaBootstrap itself when the scene has none, rather than refusing to continue until the Setup Wizard has been run. Use FindOrCreateBootstrap(string, out bool) for that, so every wizard creates the same object under the same name.
Editor-only, main thread only.
Fields
BOOTSTRAP_OBJECT_NAME
Name of the GameObject created to hold a new ScyllaBootstrap.
Declaration
public const string BOOTSTRAP_OBJECT_NAME = "Scylla"
Field Value
| Type | Description |
|---|---|
| string |
Methods
FindBootstrap()
Returns the scene's ScyllaBootstrap, including one on an inactive
GameObject, or null when there is none.
Declaration
public static ScyllaBootstrap FindBootstrap()
Returns
| Type | Description |
|---|---|
| ScyllaBootstrap | The Bootstrap, or |
FindOrCreateBootstrap(string, out bool)
Returns the scene's ScyllaBootstrap, creating one when the scene has none.
Declaration
public static ScyllaBootstrap FindOrCreateBootstrap(string undoName, out bool created)
Parameters
| Type | Name | Description |
|---|---|---|
| string | undoName | The undo entry name for the created GameObject. |
| bool | created |
|
Returns
| Type | Description |
|---|---|
| ScyllaBootstrap | The existing or newly created Bootstrap. |
Remarks
A created Bootstrap sits on a new root GameObject named
BOOTSTRAP_OBJECT_NAME and is registered with the undo system under
undoName, so it joins the caller's current undo group. Each of its
configuration slots is assigned the asset that configuration type loads from
Resources, when the project has one. A slot with no such asset stays empty, and the
Bootstrap runs on built-in defaults for it.