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Unity Engine


PostProcessSceneAttribute

Add this attribute to a method to get a callback when Unity processes a scene during a build.
Read time 4 minutesLast updated 6 days ago

Definition

public sealed class PostProcessSceneAttribute : CallbackOrderAttribute

Remarks

PostProcessSceneAttribute
is the attribute-based form of the IProcessSceneWithReport callback. Unity tracks and invokes both together, in callback order, with the same behavior. Use IProcessSceneWithReport for new code, because its
OnProcessScene
method receives the scene being processed and the BuildReport, while a
PostProcessSceneAttribute
method takes no parameters.
Unity invokes this callback during Player, AssetBundle, and content directory builds, and also when entering Play mode as a scene is loaded, for example when SceneManager.LoadScene is called.
PostProcessSceneAttribute
has an option to provide an order index for the callback, starting at 0. This is useful if you have more than one
PostProcessSceneAttribute
or IProcessSceneWithReport callback and you want them called in a certain order. Callbacks are called in order, starting at zero.
Note: If there are no new changes to the scene since the previous Player build, Unity doesn't rebuild the scene but uses cached Player data instead. In this case the
PostProcessSceneAttribute
callback is not called. To ensure an unchanged scene rebuilds, you can either modify the scene or clear the build cache with BuildOptions.CleanBuildCache. Using EditorSceneManager.MarkSceneDirty alone is not sufficient to trigger the callback.

Examples

// C# example:// Automatically creates a game object with a primitive mesh renderer and appropriate collider.using UnityEngine;using UnityEditor;using UnityEditor.Callbacks;public class MyScenePostprocessor { [PostProcessSceneAttribute (2)] public static void OnPostprocessScene() { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = new Vector3(0.0f, 0.5f, 0.0f); }}

Inheritance

Inherited Members