Unity Editor: Calling EditorCoroutine from MenuItem

I’m trying to write an Editor script that will load a scene additively, then get every gameobject in that scene and move it a set distance.
EditorCoroutineUtility wants me to pass it an instance to run the coroutine on, and MenuItem wants the method to be static.

I tried making a static instance like I do with my Scriptable Objects and running the coroutine on that, but the coroutine wont start as far as I can tell. Here is where I am at, the only Debug message I get is “Calling coroutine”

public class MapEditor : Editor
{
    //I dont honestly understand how these two lines are even supposed to work
    //but they do for my scriptable objects
    private static MapEditor instance;
    public static MapEditor Instance { get { return instance; } }

    private void OnEnable()
    {
        instance = new MapEditor();
    }

    [MenuItem("MapEditor/Display Neighbors")]
    public static void displayNeighbors()
    {
        Debug.Log("Calling coroutine");
        EditorCoroutineUtility.StartCoroutine(loadScene(), Instance);
    }

    static IEnumerator loadScene()
    {
        Debug.Log("loading scene");
        yield return EditorSceneManager.LoadSceneAsync("pinkFruitTree", LoadSceneMode.Additive);
        Debug.Log("loaded scene");
        Scene s = EditorSceneManager.GetSceneByName("pinkFruitTree");

        GameObject[] gameObjects = s.GetRootGameObjects();
        Debug.Log(gameObjects.Length);
        foreach (GameObject g in gameObjects)
        {
            g.transform.position += Vector3.right * 20;
        }
    }
}

In line 10 you are creating a new MapEditor and you are not using the current one.

Try changing line 10 to: instance = this;

“EditorSceneManager.LoadSceneAsync” returns a classic Coroutine which cannot be used when the editor is not playing. Sadly, I don’y think you could nest EditorCoroutines to make it work.