Hi everyone,
I’d like to create a GameObject in a none active scene. Would that be possible?
It’s not a good idea to get all Scenes by var Scenes = SceneManager.GetAllScenes();
and set the required scene to active. But this takes very long to activate a scene, switch back and the side effects are unknown.
Is there perhaps any other solution for?
I recommend setting some sort of flag, and when some manager object in the new scene wakes up, it checks for that flag and instantiates the object.
And creating a master scene that controls or creates all the other scenes without using GetAllScenes?
I forgot to say, it should be all based in editor mode. Perhaps the question “move a gameobject between different scenes without change the active scene” would be more exact.
The reason is simple. I have a main-scene and from this main scene script, I want to build different scens that are loaded in the hierarchy. Procedurally generated scenes in editor.
var go = new GameObject()
works in the active scene only.