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。

// 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