Clone scene via script

Premise: I know some of you will say to use template scenes but I couldn’t do it.

I created a script that adds to the context menu the ability to copy a scene where I have inserted the objects I always use. Only the body of the method is missing.
I have already tried two methods to copy the scene as a file and also CreateAsset.
What do I need to write in the method for a new scene to appear where I called the script from context menu with name “your new scene” already in edit mode? Similar to when I create an empty scene from Create/Scene.

Why not just additively load those from a shared scene and have them hook themselves up appropriately. That’s always going to be better than putting a bunch of boilerplate in 17 different scenes, then finding there’s an error and you have to change it 17 different times.

Additive scene loading is one possible solution:

https://discussions.unity.com/t/820920/2
https://discussions.unity.com/t/820920/4

https://discussions.unity.com/t/824447/2

A multi-scene loader thingy:

https://pastebin.com/Vecczt5Q

My typical Scene Loader:

https://gist.github.com/kurtdekker/862da3bc22ee13aff61a7606ece6fdd3

Other notes on additive scene loading:

https://discussions.unity.com/t/805654/2

Timing of scene loading:

https://discussions.unity.com/t/813922/2

Also, if something exists only in one scene, DO NOT MAKE A PREFAB out of it. It’s a waste of time and needlessly splits your work between two files, the prefab and the scene, leading to many possible errors and edge cases.

Two similar examples of checking if everything is ready to go:

https://discussions.unity.com/t/840487/10

https://discussions.unity.com/t/851480/4