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It's typical: you want something to happen "at the scene level", but you end up having to put a GameObject in the scene because GameObject + Component is the main Unity pattern. 🤔
💡 What if you could just add a component to a scene?
SuperScenes enables the concept of components for Scene assets. This way you can attach data and behaviour without the need to add new GameObjects.
No more "Do I have all the manager Prefabs in my scene – or did I forget something?"
⚙️ How does it work?
It's very simple.
⚙️ What's the API like
To get a component of a specific type, you just need a reference to a Scene and then invoke GetComponent<T>( ), TryGetComponent<T>() on it. Or GetComponents( ) to get them all.
It will all feel very familiar.
⚙️ Where is the data?
The data/components for each scene sits on ScriptableObjects that are automatically created, indexed and managed by SuperScenes.
Because they are external to the Scene asset, you could add a component to a scene while someone else is working on it, and there won't be any conflict! 👌🏻
🈶️ CJK languages support
SuperScenes supports CJK languages for SceneComponent properties.
该工具支持中文。
このツールは日本語をサポートしています。
이 도구는 한국어를 지원합니다.
📘 Documentation
If you want to learn more about SuperScenes, you can browse the documentation website.