# OpenScene(string)

> Opens the Scene at path.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.6/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

> **Warning:**
>
> **Deprecated.** Use EditorSceneManager.OpenScene

```csharp
public static bool OpenScene(string path)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)):&#x20;

### Returns

| Type                                                          | Description |
| ------------------------------------------------------------- | ----------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) |             |

### Remarks

The Scene that is currently open will not be saved, use SaveSceneIfUserWantsTo for that. All paths are relative to the project folder. Like: "Assets/MyScenes/MyScene.unity".

### Examples

```csharp
using UnityEngine;
using UnityEditor;

public class Example : MonoBehaviour
{
    [MenuItem("Example/Save Scene while on play mode")]
    static void EditorPlaying()
    {
        if (EditorApplication.isPlaying)
        {
            string sceneName = EditorApplication.currentScene;
            string[] path = sceneName.Split(char.Parse("/"));
            path[path.Length - 1] = "Temp_" + path[path.Length - 1];
            var tempScene = string.Join("/", path);

            EditorApplication.SaveScene(tempScene);

            EditorApplication.isPaused = false;
            EditorApplication.isPlaying = false;

            FileUtil.DeleteFileOrDirectory(EditorApplication.currentScene);
            FileUtil.MoveFileOrDirectory(tempScene, sceneName);
            FileUtil.DeleteFileOrDirectory(tempScene);

            EditorApplication.OpenScene(sceneName);
        }
    }
}
```
