| SceneEditorSession |
| ActiveGameScene | |
| HasActiveGameScene | |
| HasUnsavedChanges | |
| IsPrefabSession | Returns true if this session is editing a prefab |
| OnFrameTo | |
| Scene | |
| Selection | |
| UndoSystem |
| AddUndo | |
| BringToFront | Bring this scene tab to the front |
| DeserializeSelection | Take a json string created by SerializeSelection and turn it into a selection |
| Destroy | |
| FrameTo | Zoom the scene to view this bbox |
| FullUndoSnapshotobsolete | Take a full scene snapshot for the undo system. This is usually a last resort, if you can't do anything more incremental. |
| GetParentSession | If this is a GameSession then this will return its parent editor session. |
| GetSelection | |
| MakeActive | Makes this scene active and brings it to the front |
| OnEdited | |
| PushUndoSelectionobsolete | Push the current selection into the undo system |
| RecordChangeobsolete | |
| Reload | |
| Save | |
| SerializeSelection | Serlialize the current selection to a json string. The aim here is to make something we can transfer back to objects. |
| SetPlaying | |
| StopPlaying | |
| Tick | |
| UndoScope |
| Active | The editor session that is currently active |
| ActiveGameSession | |
| All | All open editor sessions |
| CreateDefault | Make a new SceneEditorSession with a default scene |
| CreateFromPath | Opens an editor session from an existing scene or prefab |
| Resolve | Resolve a scene to an editor session |
| Scope | Pushes the active editor scene to the current scope |