public sealed class SceneManifestWhich scenes a content build shipped, in the order the project listed them.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The half of "scenes in build" that survives the editor. The list a person edits is project-relative paths under ProjectSettings/ — reviewable in a diff, mergeable when two branches each add a level — and none of that exists in a player. This is what the content build turns it into: the addresses those paths resolved to, which is the only form a shipped binary can act on.
⚠ Written beside the catalog rather than into it. A catalog is an index of addresses and this is a statement about which of them the game opens with — a different question, with a different lifetime, and folding it in would mean a catalog format version for every change to what a build records about itself. It is the same argument the shader bundle makes, one file along; see ContentMount.
⚠ The order is the whole content of this file. The first entry is what AppConfig.StartupScene defaults to, which is what makes moving a level to the top of the Build Settings list mean "this is the one the game opens with". A game that names a scene itself is not overridden by it.
Fields and properties (3)
public const int CurrentThe version this build writes and reads.
public int VersionWhich version of this file it is.
public List<string> ScenesThe addresses of the scenes that ship, first one first.
Used by (7)
- ContentMountVixen.App.Hosting
- TypeRegistrationVixen.Engine
- Vixen_Engine_Scenes_SceneManifestSerializerVixen.Engine
- ContentPipelineVixen.Editor.Assets
- LooseContentTestsVixen.Editor.Assets.Tests
- SceneManifestTestsVixen.Editor.Assets.Tests
- StartupSceneTestsVixen.App.Tests