Microsoft.MixedReality.Toolkit.SceneSystem Namespace



The default implementation of the IMixedRealitySceneSystem Because so much of this service's functionality is editor-only, it has been split into a partial class. This part handles the runtime parts of the service.


Configuration profile settings for setting up scene system.


Alerts the user to duplicate scene names and provides a way to resolve them.


Used by scene system to control when newly loaded scenes are activated.



A struct that mimics the lighting settings stored in a scene. Used to store, retrieve and interpolate lighting settings. Omits any editor-only settings.


A struct that mimics the render settings stored in a scene. Used to store, retrieve and interpolate render settings. Omits any editor-only settings, as well as some settings that are seldom used.


Struct for storing directional sunlight settings stored in a scene.




Interface for managing scenes in Unity. Scenes are divided into three categories: Manager, Lighting and Content.

The Manager scene is loaded first and remains loaded for the duration of the app. Only one Manager scene is ever loaded, and no scene operation will ever unload it.

The Lighting scene is a largely empty scene which controls lighting settings. Ambient lighting, skybox, sun direction, etc. A default lighting scene is loaded on initialization. After that the active lighting scene may be changed at any time via SetLightingScene. Only one lighting scene can ever be loaded at a time.

Content scenes are everything else. These can be loaded and unloaded at will in any combination.

The scene actions provided improve on unity's SceneManagement events by ensuring that scenes are considered valid before the action is invoked.


Optional editor-only interface for use with facade inspectors. If a scene system service does not implement this interface, the facade will not be rendered.



Used by scene service to control how to transition from one lighting scene to another.