You should be able to merge the projects by putting all the assets from one project into a package using Assets>Export Package, and then import the package after opening the other project.
I don’t know a way of merging scenes without losing the prefab connections from one of them.
If you don’t need to edit the merged scene, you can use LoadLevelAdditive() to merge them at runtime.
Generally, you should keep your project in one Unity project folder from the start.
2 Daniel Brauer> thanx, I need all in result scene as was in two separated.
2 gnoblin> May be this is a way. I think, that some way, like load objects from net in to current scene, may work. From other side, this objects may load in to the memory only, and may be can’t be saved to project file folders, I ll try it any way, thanx!
Just to confirm that this method works perfectly, but you have to remember to remove the script once it has imported the scene or else you will constantly get spawns of the objects.
Cant believe a proper merge function for scenes still does not exist!
So just for completion to merge two scenes together in to one,
make a dummy object and then attach the following code to it. It will require you to open both of the scenes you want to merge and adding them to the build settings list before hand. As soon as you save the file and return to the editor, the scenes will have merged together and you can play around:
@script ExecuteInEditMode()
Function Update()
{
Application.LoadLevelAdditive (YourScene);
}