• Guides
    • English
    • 日本語
  • API Documentation
  • 機能概要
  • Multi Scene System
  • Scene Types

    Show / Hide Table of Contents
    • MRTK を始める
      • Release Notes
      • MRTK Package Contents
      • Updating from earlier versions
      • HTK からの移植ガイド
      • MRTK のビルドとデプロイ
      • NuGet Packages
      • Getting started with MRTK and XR SDK
      • Performance
      • Hologram Stabilization (ホログラムの安定化)
    • アーキテクチャ
      • 全体像
      • フレームワークとランタイム
      • Input System (入力システム)
        • 用語
        • Core System
        • Controllers, Pointers, and Focus
      • Systems, Extension Services and Data Providers
    • 機能概要
      • Boundary System
        • Boundary System Overview
        • Configuring the Boundary Visualization
      • Camera System
        • Camera System Overview
        • Camera Settings Providers
          • Windows Mixed Reality Camera Settings
          • Unity AR Camera Settings [Experimental]
          • Creating a camera settings provider
      • Cross Platform Support
        • Configure MRTK for iOS and Android
      • プラットフォームの Capabilities (機能) を検出する
      • Diagnostics System (診断システム)
        • 診断システムの概要
        • 診断システムの構成
        • ビジュアル プロファイラーを使用する
      • Extension Services
        • Extension Service Creation Wizard
        • Scene Transition Service Overview
        • Hand Physics Service Overview
      • Input System (入力システム)
        • 入力の概要
        • Input Actions
        • Input Events
        • Input Providers
          • Input Providers Overview
          • Creating an input data provider
        • Controllers (コントローラー)
        • Eyes
        • Gaze (ゲイズ)
        • Gestures (ジェスチャ)
        • Hands
        • How to Add Near Interaction
        • エディター内入力シミュレーション
        • Pointers
        • Voice Input
          • Dictation (ディクテーション)
          • Speech (コマンドとコントロール)
      • Multi Scene System
        • Multi Scene System Overview
        • Scene Types
        • Content Scene Loading
        • Monitoring Content Loading
        • Lighting Scene Operations
      • パッケージ
        • MRTK パッケージ
        • MRTK Modularization
      • Profiles (プロファイル)
        • プロファイル概要
        • 設定ガイド
      • Rendering
        • Material Instance Overview
        • Shaders
          • MRTK Standard Shader
      • Services (サービス)
        • What makes a mixed reality feature
        • MixedRealityServiceRegistry と IMixedRealityServiceRegistrar とは何か
        • Extension services
      • Spatial Awareness System (空間認識システム)
        • Spatial Awareness (空間認識) 概要
        • Spatial Observers
          • Configuring Observers for Device
          • Configuring Observers for Editor
          • Controlling Observers via Code
          • Creating a custom Observer
      • Teleport System (テレポートシステム) 概要
      • ツール
        • Dependency Window (依存関係ウィンドウ)
        • Extension Service Creation Wizard
        • Holographic Remoting
        • Input Animation Recording
          • Input Animation File Format Specification
        • Optimize Window
        • Runtime tools
          • Controller Mapping tool
      • UX ビルディング ブロック
        • Interactable (インタラクタブル)
        • Button (ボタン)
        • Bounding Box
        • Object Manipulation (物体操作)
        • Sliders (スライダー)
        • Fingertip Visualization
        • App Bar
        • Object Collection (オブジェクトコレクション)
        • Slate (スレート)
        • System Keyboard (システム キーボード)
        • Tooltips (ツールチップ)
        • Solvers (ソルバー)
      • Example Scenes
        • Examples Hub
        • ハンド インタラクションのサンプル
        • アイ トラッキング インタラクションのサンプル
      • Experimental
        • Scrolling Object Collection
        • Hand Coach UX
        • Pulse Shader
    • Contributing
      • Contributing Overview
      • Coding Guidelines
      • Writing and Running Tests
      • Writing Documentation
      • Pull Requests
      • Experimental Features
      • Breaking Changes
      • How to use DocFX
    • Planning
      • Roadmap
    • Notice
    • Authors

    Scene types

    Scenes have been divided into three types, and each type has a different function.

    Scene system in the hierarchy

    Content scenes

    These are the scenes you're used to dealing with. Any kind of content can be stored in them, and they can be loaded or unloaded in any combination.

    Content scenes are enabled by default. Any scenes included in your profile's Content Scenes array can be loaded / unloaded by the service.


    Manager scenes

    A single scene with a required MixedRealityToolkit instance. This scene will be loaded first on launch and will remain loaded for the lifetime of the app. The manager scene can also host other objects that should never be destroyed. This is the preferred alternative to DontDestroyOnLoad.

    To enable this feature, check Use Manager Scene in your profile and drag a scene object into the Manager Scene field.


    Lighting scenes

    A set of scenes which store lighting information and lighting objects. Only one can be loaded at a time, and their settings can be blended during loads for smooth lighting transitions.

    Unity's lighting settings - ambient light, skyboxes, etc - can be tricky to manage when using additive loading because they're tied to individual scenes and override behavior is not straightforward. In practice this can cause confusion when assets are authored in lighting conditions that don't obtain at runtime.

    Scene system lighting settings

    The Scene System uses lighting scenes to ensure that these settings remain consistent regardless of what scenes are loaded or active, both in edit mode and in play mode.

    To enable this feature, check Use Lighting Scene in your profile and populate the Lighting Scenes array.

    Cached lighting settings

    Your profile stores cached copies of the lighting settings kept in your lighting scenes. If those settings change in your lighting scenes, you will need to update your cache to ensure lighting appears as expected in play mode. Your profile will display a warning when it suspects your cached settings are out of date. Clicking Update Cached Lighting Settings will load each of your lighting scenes, extract their settings, then store them in your profile.

    Scene system lighting settings

    Editor behavior

    One benefit of using lighting scenes is knowing your content is lit correctly while editing. To this end, the Scene Service will keep a lighting scene loaded at all times, and will copy that scene's lighting settings to the current active scene.*

    You can change which lighting scene is loaded by opening the Scene System's service inspector. In edit mode you can instantaneously transition between lighting scenes. In play mode, you can preview transitions.

    Scene system inspector

    *Note: Typically the active scene determines your lighting settings in editor. However we choose not to use this feature to enforce lighting settings, because the active scene is also where newly created objects are placed by default, and lighting scenes are only permitted to contain lighting components. Instead, the current lighting scene's settings are automatically copied to the active scene's settings instead. Keep in mind that this will result in your content scene's lighting settings being over-written.

    • Improve this Doc
    In This Article
    • Content scenes
    • Manager scenes
    • Lighting scenes
      • Cached lighting settings
      • Editor behavior
    Back to top Generated by DocFX