I’m just now experimenting with SubScenes, and I’m finding they don’t work the way I thought.
My understanding of them previously was that clicking “Close” on a Subscene would run it’s hierarchy through the GameObject Conversion process, and then save out an entity-only representation of the scene. That’s how I thought they were achieving such fast load times.
Now I see that’s not the case - the contents of SubScenes still get run through the conversion process when they are loaded at runtime. When I click “Close” on a SubScene in the editor, it does not appear to be run through conversion (or at least my GameObjectConversionSystems, which function well at runtime, are not updated).
This means they can’t just be saving out an Entity-only version of the scene. GameObjects and MonoBehaviours are a part of the conversion process.
So, now I’m confused to both the function and purpose of SubScenes. If they aren’t saving out an Entity representation, then they aren’t what I thought they were. Would anyone mind giving a good explanation?
P.S. Just want to give a shoutout to Argon’s thorough blog post about SubScenes, here: https://gametorrahod.com/game-object-conversion-and-subscene/. Alas, I must have some fundamental misunderstandings about them, because I still couldn’t quite grok it from that post.





