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Question by Avaista · Jun 24, 2012 at 07:40 PM · editorassetsscenes

Getting Scenes in Project From Editor

Is there a way to get the scenes in the project w$$anonymous$$le in an Editor Script. I would imagine there would be a way to get them from AssetDatabase or somet$$anonymous$$ng, but I cannot find anyt$$anonymous$$ng on it.

In the end, I could just get the names of everyt$$anonymous$$ng in a particular folder, and assume that the folder will always be only scenes, but that would be pretty poor coding.

Any thoughts?

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Answer by Wolfram · Jun 25, 2012 at 12:12 AM

The docs mention somet$$anonymous$$ng about an EditorBuildSettings.scenes array, using an EditorBuildSettingsScene class, w$$anonymous$$ch is not further explained. Maybe the various answers here will help you: http://answers.unity3d.com/questions/10482/accessing-buildsettings-from-buildsettingsasset.html

If you're lucky, you'll get directly an object reference to your scene asset from that. Otherwise, if you get the path, use AssetDatabase.LoadMainAssetAtPath. If you get a GUID, use AssetDatabase.GUIDToAssetPath to get a path, and so on.

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avatar image AltIvan · Aug 04, 2014 at 10:43 PM 0
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Bad URL for the first link, the working one is: http://docs.unity3d.com/412/Documentation/ScriptReference/EditorBuildSettings-scenes.html

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Answer by karolwieczorek9 · Jun 15, 2018 at 12:02 PM

My solution:

 var scenesGUIDs = AssetDatabase.FindAssets("t:Scene");
 var scenesPaths = scenesGUIDs.Select(AssetDatabase.GUIDToAssetPath);
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avatar image Deepscorn · Sep 01, 2021 at 08:00 AM 0
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Small improvement: add "Where(s => s.StartsWith("Assets/"))" to avoid read-only scenes in packages like Packages/com.autodesk.fbx/Tests/Runtime/BuildTestsAssets/BuildTestScene.unity

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