[Cyber Sale 50% off!] Advanced Scene Manager

Yes absolutely! do you have discord? if so it’s easier to help you there.

We have a server you can jump into. https://discord.gg/Vtv4DPh

Hey @YohanSG ! and anyone experiencing this issue.

Here’s a patch targeting the pause menu bug, until we have it live!

7239965–871784–asm-pausescreen-patch.unitypackage (2.98 KB)

The patch worked great thank you for the quick fix! (I’ve also joined the discord and will post there the next time).

A Bump and a Smaller Update!

v1.2.3

With this update, we improved our backend a bit to use less memory allocation with caching, to improve the performance.
We also enable our users to programmatically add and remove scenes and collections.
So that you can extend ASM a bit to fit your need.

Examples can be found here.
https://github.com/Lazy-Solutions/advanced-scene-manager/wiki/SceneUtility

Note that generating scenes does take some time.

If you want to know more, or have any suggestions, feel free to reach out here or on discord!

Update

v1.2.3 had some issues, ex. not being able to build the game due to missed #if unity editor and not being able to refresh when things go missing

This has been resolved and pushed as v1.2.4.

If you find that something is broken, come check with us on discord. We might have patches available. or send us a message here!.

New update with a bunch of fixes!

Update v1.2.5

Editor: Added quickplay button to collections for faster access.

Fixed threading issue in AssetRefreshUtility.
Fixed a bug in AssetManagement which caused a stack overflow when removing a collection
Fixed index out of range in CrossSceneReference restore.
Fixed bug in SceneOperation where scenes loaded as standalone would not open if current collection contained it and was tagged as DoNotOpen.
Fixed null ref in GlobalCoroutinePool.
Fixed an error when automatically restoring scene setup threw an error when a scene that had been removed that was still saved in setup was opened.
Fixed an issue where SceneCollection.Reopen() would not close DoNotOpen scenes.
Fixed issue in OpenAndRunCallback (loading screen, splash screen, etc…) where while loop would have inverted condition for the timeout when no callback script found in the scene, resulting in an infinite loop.
Closed asm scene when not needed.

Update v1.3.0
WARNING Substantial Update. Backup your project before updating, Requires removal of the old asset and plugins to be updated, do not remove resources data! Might require a unity restart.

- WebGL support added.

  • Removed all reliance on System.Threading.Tasks.Task (for WebGL support).
  • Removed custom package in favor of unity package manager (since our reason for using a custom one did not work out), and all packages have been made compliant with Unitys package manager (note that old packages will need to be removed before updating).
  • CoroutineUtility is no longer embedded and is instead downloaded as a dependency in the package manager.
  • Startup action now reports loading progress.
  • Fixed some issues with the “AdvancedSceneManager” scene, where it would not open in time before closing scenes, and sometimes blocking preload.
  • Improved asset management, Scene, SceneCollection, and Profile can now be moved from their default folder (which helps with addressable not liking assets in Resources folder).
  • Fixed LoadingScreenUtility.IsAnyLoadingScreen opens returning true when no loading screen was open.
  • Fixed dragging scene from hierarchy into scene field.
  • Fixed buttons not responding when pressing too far from the center (even if still inside button border).
  • Added subheaders in settings to make things a bit clearer.
  • Added option to disable adding labels to SceneAssets.
  • Removed AdvancedSceneManager.Utility, merging it into main AdvancedSceneManager assembly.
  • Fixed a few issues with scene helper singleton, where it in some cases would not get automatically created.

Update v1.3.1 is now live!
A very important update!

  • Fixed an issue where the ‘plugins and samples’ package would not install, which would result in ASM not working at all, since it also managed dependencies for ASM.

  • Fixed an issue where scenes tagged with DoNotOpen would open in duplicates since there was no check to see if it already was open.

  • Fixed an issue where using the normal unity play button would enter build mode.

  • Fixed a bug where Profile would not be added to asset management when created, causing issues until an asset refresh happened, where it would be added if it wasn’t already.

  • Fixed an issue where popups would freeze the entire Editor Window.

  • Fixed SceneDataUtility giving warning about invalid asset path.

  • Fixed InvalidCast when opening splash screen.

Version 1.4.0
Released: Dec 7, 2021

Make Sure to always back up your project before updating or installing ASM, May require some restarts to make sure all is compiled correctly!

  • Added SceneOperation return value to Scene and SceneCollection scriptable objects, and due to UnityEvent not supporting return values, we’ve included methods without a return value as well, but suffixed with ‘Event’, please be aware that this will break all UnityEvent currently using Scene or SceneCollection as a target, scene helper is unaffected.
  • Full rewrite of SceneOverviewGUI, now called InGameToolbar. Added toggle button on screen (can be disabled in settings) and removed hotkey. In addition to already supporting viewing game objects, we’ve now added support for inspecting scripts and their variables.
  • Added SceneOperation.running, since SceneOperation.queued did not provide info about the full picture of what was going on, since some operations are not queued, and would, as a result, cause some confusion.
  • DefaultScene (AdvancedSceneManage scene) will now be open at all times during runtime again, due to too causing too many issues relating to ensuring it is open or closed when it was supposed to be.
  • Added SceneManager.utility.dontDestroyOnLoad, allowing inspection of DontDestroyOnLoadScene (support also added to InGameToolbar) - Fixed bug where temp build would not add ASM startup scene.
  • Fixed broken implementation of ASM startup scene, causing flicker on startup during builds, when no startup loading screen was set.
  • Improved equality checking for Scene and OpenSceneInfo.
  • Added key bindings for entering ASM play mode (shift+F5 by default, configure in unity shortcuts window)
  • Removed sceneIndex parameter on a few methods, since we do no longer support opening multiple instances of the same scene at a time.
  • Cleaned up [MenuItem]s, moved options into the settings tab.
  • Fixed a bug where SceneField would assign null when dropping a scene on it, on some specific areas.
  • Fixed some bugs with Scene.Reopen().

It’s Time!
Advanced Scene Manager is now on sale!
50% off!
Get it while it’s hot!

Unity complains that it can’t parse the manifest.json file after importing ASM while using scoped registries, requiring it to be manually edited.

Exception

manifest.json

Unity: 2020.3.25f1
Advanced Scene Manager: 1.4.0

Edit: Tech said it should be with the future asset store update, until then, manually moving those 3 lines to dependencies will solve it.

Update v.1.4.1
Make Sure to always BACKUP your project before updating or installing ASM!
Requires you to DELETE the old AdvancedSceneManager folder before updating!
May require a restart to make sure all is compiled correctly!

  • Fixes issue with the camera being created for builds in the startup scene.

  • Fixed issue where Scene.Create() would throw file not found exception.

  • Fixed issue with startup scene not being automatically recreated if the scene had incorrect properties.

  • Added new dependency manager, due to the old one not supporting ScopedRegistries, and would attempt to insert dependencies wrong when used.

NOTE: You will have to manually fix or revert ‘Packages/manifest.json’ if using ScopedRegistries

How do you disable the default pause scene? It really shouldn’t be there, and it’s not something that I see any options for in the ‘Scene Manager’.

Also, the asset appears to really eat up resources and sometimes even freeze Unity when you press ‘Play’. Are scripts saved in a second location? I update my scripts and the changes are not reflected when I launch the latest build.

There’s also problems with "EasySave3’ asset manager, where it has a tendency to delete them if they feature on concurrent multiple scenes.

I think your asset has potential if it’s still updated; it’s just a bit bloated and almost more trouble than it’s worth.

Hi.

You can go to the settings tab and turn things off, like the pause screen for example.
The pause screen is there to help quickly test scenes with reloading and such so you don’t have to make it to get that functionality. but it’s meant to be replaced.

Not sure what you mean, could you elaborate?
The asset is more or less a bunch of static methods, it’s not running constantly.
Why your scripts don’t update I can’t answer, we don’t modify your scripts in any way.

Easy save 3 is not an asset of ours, I see you have reviewed that one yesterday. so I would suggest you ask them for support.

Feel free to fill in what you feel is bloated and can be improved.

Thanks!

Hi.

After install:

Assets\AdvancedSceneManager\System\Editor\AssetRefreshUtility.cs(147,17): error CS0234: The type or namespace name ‘PrefabStageUtility’ does not exist in the namespace ‘UnityEditor.SceneManagement’ (are you missing an assembly reference?)

Unity version 2021.1.28f1

Thanks!!

Hi!

2021.1.28 is not an LTS version, so we cannot guarantee ASM works as expected with it, as we only support LTS due to Unitys changing nature. So I would recommend using LTS version as many publishers only support that.

Tho this is a change that one day will most likely be the new way since it’s just a move from
UnityEditor.Experimental.SceneManagement => UnityEditor.SceneManagement.

So if you don’t want to wait you could temporarily change that bit of code. but like I said, we have not tested that editor version yet.

We are currently working on a patch that we hope to be done with today. And we will include that code.

So I’ll recommend that you join us on discord to get the latest patch when it’s ready since it won’t be updated on the store for I would say up to a week, due to Unity taking its new year holiday and the review time.

Thank you for reaching out, and choosing ASM :slight_smile:

1 Like

Thanks!!!

Hi, Barritico, And all other ASM users!

A patch is available, which contains some very nice in editor performance gain (Bugfix) and some other smaller fixes.

We also added a patch section to the documentation for access outside of discord.

But we recommend joining discord if you need future help.

https://github.com/Lazy-Solutions/AdvancedSceneManager/tree/main/patches

1 Like

We forgot to make the git public, sorry about that for anyone trying to access it.

You can now download patches!

Does this patch fix the problem of the AdvancedSceneManager profile randomly going blank? I get a red error ‘Build profile not set’ quite often when I boot up Unity, and this is accompanied with having my profile get replaced with nulls, sometimes just the collections, sometimes the profile itself.