SuperScenes - Components for scenes OFFICIAL SALE

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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?

  1. You create a script that inherits from SceneComponent.
  2. You select a scene file, and add the Component like you would for a GameObject.
  3. At runtime, you can now access that data using the SuperScenes API.

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.