path | The file path to save at. If empty, the current open scene will be overwritten, or if never saved before, a save dialog is shown. |
saveAsCopy | If set to true , the scene will be saved without changing the currentScene and without clearing the unsaved changes marker. |
Save the open scene.
MyScenes
MyScene.unity".
Folders specified in the path must already exist before calling the function.
If no path is specified, the path of the current open scene is used, except if it was never saved before, in which case a save dialog is shown.The function returns false
if the save failed. This can happen if the specified path is invalid or if the user cancels in the case of a save dialog.When calling the function, the unsaved changes marker is cleared, just as when saving using the file menu.
(On Windows, the unsaved changes marker is an asterix after the file name in the window title.
On Mac OS X it's a dot inside the red close button of the window.)
When a path is specified, the currentScene is also changed to be the specified asset.When saveAsCopy
is set to true
however, neither the currentScene or the unsaved changes marker is changed.See Also: currentScene.// Simple editor window that autosaves the working scene // Make sure to have this window opened to be able to execute the auto save. import UnityEditor; class SimpleAutoSave extends EditorWindow { var saveTime : float = 300; var nextSave : float = 0; @MenuItem("Example/Simple autoSave") static function Init() { var window : SimpleAutoSave = EditorWindow.GetWindowWithRect( SimpleAutoSave, Rect(0,0,165,40)); window.Show(); } function OnGUI() { EditorGUILayout.LabelField("Save Each:", saveTime + " Secs"); var timeToSave : int = nextSave - EditorApplication.timeSinceStartup; EditorGUILayout.LabelField("Next Save:", timeToSave.ToString() + " Sec"); this.Repaint(); if(EditorApplication.timeSinceStartup > nextSave) { var path : String [] = EditorApplication.currentScene.Split(char.Parse("/")); path[path.Length -1] = "AutoSave_" + path[path.Length-1]; EditorApplication.SaveScene(String.Join("/",path), true); Debug.Log("Saved Scene"); nextSave = EditorApplication.timeSinceStartup + saveTime; } } }