public sealed class SceneEditorFactoryOpens a scene.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
⚠ A world comes from the host, and that is the one thing this cannot decide. A scene is an ECS world, and whether two open scenes share one world or get one each is an application's decision with consequences for play mode, for entity handles and for how much memory an editor with ten scenes open uses. The factory takes a supplier and does not guess.
Loading clears the stack. SceneSerializer.Load does it, and it is what stops a scene opening with fifty undo entries nobody made.
Fields and properties (2)
public string NameWhat this editor is called, in a menu and in a message about two of them clashing.
public IReadOnlyList<string> ExtensionsThe extensions it claims, each with its leading dot.
Methods (3)
public SceneEditorFactory(Func<AssetEditorRequest, World> worlds)Opens a scene.
public EditorDocument Open(AssetEditorRequest request)Opens an asset as a document.
public UiElement CreateView(EditorDocument document, UiElement panel)
Used by (1)
- StandardEditorsVixen.Editor.AssetEditors