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Starting from MRTK 2.6, we are publishing both conceptual docs and API references on docs.microsoft.com. For conceptual docs, please visit our new landing page. For API references, please visit the MRTK-Unity section of the dot net API explorer. Existing content will remain here but will not be updated further.

  • Guides
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  • Multi Scene System
  • Multi Scene System Overview

    Show / Hide Table of Contents
    • Getting Started with MRTK
      • Upgrading from HTK
      • Updating from RC2
      • Release Notes
      • Building and Deploying MRTK
      • Performance
      • Hologram Stabilization
    • Architecture
      • Overview
      • Framework and Runtime
      • Input System
        • Terminology
        • Core System
        • Controllers, Pointers, and Focus
    • Feature Overviews
      • Profiles
      • Profiles Configuration
      • Input
        • Input Overview
        • Input Providers
        • Input Events
        • Input Actions
        • Controllers
        • Pointers
        • Gestures
        • Speech(Voice command)
        • Dictation
        • Hands
        • Gaze
        • Eyes
      • In-Editor Input Simulation
      • UX Building Blocks
        • Interactable
        • Button
        • Bounding Box
        • Object Manipulation
        • Sliders
        • Fingertip Visualization
        • App Bar
        • Object Collection
        • Slate
        • System Keyboard
        • Tooltips
        • Solvers
        • Hand Interaction Example
        • Eye Tracking Interaction Example
      • Detecting Platform Capabilities
      • MRTK Standard Shader
      • Spatial Awareness
        • Spatial Awareness Overview
        • Configuring the Spatial Awareness Mesh Observer
        • Spatial Object Mesh Observer
        • Usage Guide
      • Multi Scene System
        • Multi Scene System Overview
        • Scene Types
        • Content Scene Loading
        • Monitoring Content Loading
        • Lighting Scene Operations
      • Teleport System
      • Boundary System
        • Boundary System Overview
        • Configuring the Boundary Visualization
      • Diagnostics System
        • Diagnostics System Overview
        • Configuring the Diagnostics System
        • Using the Visual Profiler
      • Services
        • What makes a mixed reality feature
        • What are the MixedRealityServiceRegistry and IMixedRealityServiceRegistrar
      • Packages
        • MRTK Packages
        • MRTK Componentization
      • Tools
        • Dependency Window
        • Optimize Window
        • Input Animation Recording
          • Input Animation File Format Specification
        • Extension Service Creation Wizard
      • Scene Transition Service
      • Experimental Features
    • Contributing
      • Contributing Overview
      • Feature Contribution Process
      • Coding Guidelines
      • Documentation guide
      • Developer portal generation with DocFX
      • Testing
      • Breaking Changes
    • Planning
      • Roadmap
    • Notice
    • Authors

    Scene system overview

    When to use the scene system

    If your project consists of a single scene, the Scene System probably isn't necessary. The scene system is most useful when one or more of the following are true:

    • Your project has multiple scenes.
    • You're used to single scene loading, but you don't like the way it destroys the MixedRealityToolkit instance.
    • You want a simple way to additively load multiple scenes to construct your experience.
    • You want a simple way to keep track of load operations in progress or a simple way to control scene activation for multiple scenes being loaded at once.
    • You want to keep lighting consistent and predictable across all your scenes.

    How to use the scene system

    • Scene Types
    • Content Scene Loading
    • Monitoring Content Loading
    • Lighting Scene Loading

    Editor settings

    By default the Scene System enforces several behaviors in the Unity editor. If you find any of these behaviors heavy-handed they can be disabled in the Editor Settings section of your Scene System profile.

    • Editor Manage Build Settings: If true, the service will update your build settings automatically, ensuring that all manager, lighting and content scenes are added. Disable this if you want total control over build settings.

    • Editor Enforce Scene Order: If true, the service will ensure that the manager scene is displayed first in scene hierarchy, followed by lighting and then content. Disable this if you want total control over scene hierarchy.

    • Editor Manage Loaded Scenes: If true, the service will ensure that the manager, content and lighting scenes are always loaded. Disable if you want total control over which scenes are loaded in editor.

    • Editor Enforce Lighting Scene Types: If true, the service will ensure that only the lighting-related components defined in PermittedLightingSceneComponentTypes are allowed in lighting scenes. Disable if you want total control over the content of lighting scenes.

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    In This Article
    • Scene system overview
      • When to use the scene system
      • How to use the scene system
    • Editor settings
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