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Package details
- Latest version
- 5.0.0
- Last updated
- First released
- Unity version
- 6000.5.5 or later
- Package size
- 149 KB
- Files
- 112
- Favorites
- 24
- Views in the past week
- 8
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Keywords
My Scene Manager
Load, unload and transition Unity scenes in one line with progress, phases and cancellation on every operation. One API for Build Settings and Addressables alike.
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Price history
Last 6 months
USDAsset preview
1 / 5
My Scene Manager screenshot 1
About this asset
Documentation | GitHub | OpenUPM
What's new in 5.0
- The API surface went from 64 methods to 4.
- SceneOperation gained a full lifecycle: Resolving, ScreenIn, Unloading, Loading, Activating, ScreenOut, Completed, each one observable while it runs.
- Loading screens can now be prefabs or UI Toolkit documents, not just scenes.
- Scene references resolve from plain strings, addressable or not.
My Scene Manager: Scene Transitions in one line
A scene transition is five lines of ceremony. It should be one:
MySceneManager.TransitionAsync("my-target-scene", "my-loading-scene");
Instead of:
yield return SceneManager.LoadSceneAsync("my-loading-scene", LoadSceneMode.Additive);
yield return SceneManager.LoadSceneAsync("my-target-scene", LoadSceneMode.Additive);
SceneManager.SetActiveScene(SceneManager.GetSceneByName("my-target-scene"));
SceneManager.UnloadSceneAsync("my-loading-scene");
SceneManager.UnloadSceneAsync("my-previous-scene");
And that same line works whether the scene lives in your Build Settings or in Addressables. The string resolves itself, so there is no second API to learn and no #if around your scene loading.
🚀 Key Features
- Four methods, not sixty-four — Load, unload, transition and get. Version 5 collapsed the entire API into them.
- One string, either source — The same call finds your scene in Build Settings or in Addressables, with no separate addressable API.
- A handle for every operation — Progress, phase, per-scene events and cancellation live on the object you get back, not on arguments you pass in advance.
- Await it your way — Await it directly, bridge it to a Task, or yield return it from a coroutine.
- Loading screens beyond scenes — Drive one from a scene, a prefab or a UI Toolkit document, with a built-in component for each.
- Cancellation that means it — Call Cancel on the handle. No CancellationToken threaded through your call sites just in case.
- Multiple scenes per call — Load, unload or transition to a set as easily as to one.
- Watch it work — A configurable logging layer reports each step, so a transition that stalls is diagnosable instead of mysterious.
- Reliable & Tested — High code coverage (80%+) with robust tests, ensuring stability and performance.
🌟 Open Source & Forever Free
My Scene Manager is open source: free to use, modify, and contribute to. Join our community on GitHub and help shape the future of Unity scene management.
🎯 Why Choose My Scene Manager?
Experience the flexibility of Unity's Scene Manager — but better. Converting your existing SceneManager calls to MySceneManager is simple, so you can level up your workflow without reinventing the wheel.
✅ This package is perfect for you if:
- You write code for scene transitions in your project.
- You want an easy way to build custom loading screens.
- You use Addressable scenes — or might, later.
- You rely on async/await workflows.
- You want to know what a load is doing while it is running.
❌ This package may not be for you if:
- You need a fully no-code solution.
- You're looking for an open-world streaming system.
From the publisher's Asset Store listing.
Technical details
- Unity 6.0 or newer. Built-in, URP and HDRP.
- No required dependencies. Addressables support activates only if the package is present.
- MIT licensed, developed in the open, with CI and coverage on every commit.
- Ships a sample: eight examples, one line of code each, with a HUD reporting every operation’s phase and progress as it runs.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.5.5f1 | Compatible | Compatible | Compatible |
The Package Samples automatically convert their materials to URP or HDRP when imported.
As listed on the Asset Store.