# Sandbox.Scene

- Kind: class
- Namespace: `Sandbox`
- Assembly: `Sandbox.Engine`
- Inherits: [Sandbox.GameObject](/api/Sandbox.GameObject)

## Constructors

- [`Scene`](/api/Sandbox.Scene/.ctor)

## Properties

- [`All`](/api/Sandbox.Scene/All): All active non-editor scenes.
- [`Camera`](/api/Sandbox.Scene/Camera)
- [`DebugSceneWorld`](/api/Sandbox.Scene/DebugSceneWorld)
- [`Description`](/api/Sandbox.Scene/Description)
- [`Directory`](/api/Sandbox.Scene/Directory)
- [`Editor`](/api/Sandbox.Scene/Editor): Allows access to the scene's editor session from the game. This will be null if there is no editor session active on this scene.
- [`FixedDelta`](/api/Sandbox.Scene/FixedDelta)
- [`FixedUpdateFrequency`](/api/Sandbox.Scene/FixedUpdateFrequency)
- [`HasUnsavedChanges`](/api/Sandbox.Scene/HasUnsavedChanges)
- [`IsEditor`](/api/Sandbox.Scene/IsEditor)
- [`IsFixedUpdate`](/api/Sandbox.Scene/IsFixedUpdate)
- [`IsLoading`](/api/Sandbox.Scene/IsLoading): Return true if we're in an initial loading phase
- [`IsValid`](/api/Sandbox.Scene/IsValid): Returns true if this scene has not been destroyed
- [`MaxFixedUpdates`](/api/Sandbox.Scene/MaxFixedUpdates)
- [`NavMesh`](/api/Sandbox.Scene/NavMesh)
- [`NetworkFrequency`](/api/Sandbox.Scene/NetworkFrequency)
- [`NetworkRate`](/api/Sandbox.Scene/NetworkRate): One divided by ProjectSettings.Networking.UpdateRate.
- [`PhysicsMode`](/api/Sandbox.Scene/PhysicsMode): Which physics simulation this scene runs. The physics world is built for one mode, so this is chosen once when the scene is authored and can't be changed while the scene is running.
- [`PhysicsSubSteps`](/api/Sandbox.Scene/PhysicsSubSteps)
- [`PhysicsWorld`](/api/Sandbox.Scene/PhysicsWorld)
- [`RenderAttributes`](/api/Sandbox.Scene/RenderAttributes): Global render attributes accessible on any renderable in this Scene.
- [`SceneWorld`](/api/Sandbox.Scene/SceneWorld): The scene world, holding this scene's renderables. Created on first access, so scenes that never render anything (like prefab caches or tests) never create one.
- [`Source`](/api/Sandbox.Scene/Source)
- [`ThreadedAnimation`](/api/Sandbox.Scene/ThreadedAnimation)
- [`TimeScale`](/api/Sandbox.Scene/TimeScale)
- [`Title`](/api/Sandbox.Scene/Title)
- [`Trace`](/api/Sandbox.Scene/Trace)
- [`UseFixedUpdate`](/api/Sandbox.Scene/UseFixedUpdate)
- [`Volumes`](/api/Sandbox.Scene/Volumes): Allows quickly finding components that have a volume
- [`WantsSystemScene`](/api/Sandbox.Scene/WantsSystemScene): If true we'll additive load the system scene when this scene is loaded. Defaults to true. You might want to disable this for specific scenes, like menu scenes etc.

## Methods

- [`AddHook`](/api/Sandbox.Scene/AddHook): Call this method on this stage. This returns a disposable that will remove the hook when disposed.
- [`BatchGroup`](/api/Sandbox.Scene/BatchGroup): Collects anything inside into a batch group. A batchgroup is used with GameObject and Components to make sure that their OnEnable/OnDisable and other callbacks are called in a deterministic order, and that they can find each other during creation. [Sandbox.GameObject.NetworkSpawn](/api/Sandbox.GameObject/NetworkSpawn) calls will also be batched.
- [`ClearUnsavedChanges`](/api/Sandbox.Scene/ClearUnsavedChanges)
- [`CreateContextMenu`](/api/Sandbox.SceneExtensions/CreateContextMenu): We should make this globally reachanle at some point. Should be able to draw icons using bitmaps etc too.
- [`CreateEditorScene`](/api/Sandbox.Scene/CreateEditorScene)
- [`CreateObject`](/api/Sandbox.Scene/CreateObject): Create a GameObject on this scene. This doesn't require the scene to be the active scene.
- [`Deserialize`](/api/Sandbox.Scene/Deserialize)
- [`Destroy`](/api/Sandbox.Scene/Destroy): Destroy this scene. After this you should never use it again.
- [`DisableEditorRigidBodies`](/api/Sandbox.SceneExtensions/DisableEditorRigidBodies)
- [`EditorDraw`](/api/Sandbox.Scene/EditorDraw)
- [`EditorTick`](/api/Sandbox.Scene/EditorTick)
- [`EnableEditorPhysics`](/api/Sandbox.SceneExtensions/EnableEditorPhysics)
- [`EnableEditorRigidBody`](/api/Sandbox.SceneExtensions/EnableEditorRigidBody)
- [`FindAllWithTag`](/api/Sandbox.Scene/FindAllWithTag): Find objects with tag
- [`FindAllWithTags`](/api/Sandbox.Scene/FindAllWithTags)
- [`FindInPhysics`](/api/Sandbox.Scene/FindInPhysics): Find game objects in a sphere using physics.
- [`GameTick`](/api/Sandbox.Scene/GameTick)
- [`Get`](/api/Sandbox.Scene/Get): Gets the first object found of this type. This could be a component or a GameObjectSystem, or other stuff in the future.
- [`GetAll`](/api/Sandbox.Scene/GetAll): Get all objects of this type. This could be a component or a GameObjectSystem, or other stuff in the future.
- [`GetAllComponents`](/api/Sandbox.Scene/GetAllComponents): Get all components of type. This can include interfaces. This function can only find enabled/active components.
- [`GetSourceLocation`](/api/Editor.EditorUtility/GetSourceLocation): Gets the source location for the given scene, used by action graph stack traces, and so the action graph editor knows which asset to save when editing a graph.
- [`GetSystem`](/api/Sandbox.Scene/GetSystem): Get a specific system by type.
- [`IsBBoxVisibleToConnection`](/api/Sandbox.Scene/IsBBoxVisibleToConnection): Are these bounds visible to the specified [Sandbox.Connection](/api/Sandbox.Connection)?
- [`IsPointVisibleToConnection`](/api/Sandbox.Scene/IsPointVisibleToConnection): Is a position visible to the specified [Sandbox.Connection](/api/Sandbox.Connection)?
- [`Load`](/api/Sandbox.Scene/Load): Load from the provided [Sandbox.SceneFile](/api/Sandbox.SceneFile). This will not load the scene for other clients in a multiplayer session, you should instead use [Sandbox.Game.ChangeScene](/api/Sandbox.Game/ChangeScene) if you want to bring other clients.
- [`LoadFromFile`](/api/Sandbox.Scene/LoadFromFile): Load from the provided file name. This will not load the scene for other clients in a multiplayer session, you should instead use [Sandbox.Game.ChangeScene](/api/Sandbox.Game/ChangeScene) if you want to bring other clients.
- [`ProcessDeletes`](/api/Sandbox.Scene/ProcessDeletes): Delete any GameObjects waiting to be deleted
- [`Push`](/api/Sandbox.Scene/Push): Push this scene as the active scene, for a scope
- [`RenderToPixmap`](/api/Sandbox.SandboxToolExtensions/RenderToPixmap): Render this camera to the target widget. Once you do this the target widget becomes "externally painted", so you won't be able to paint on it anymore with Qt's Paint stuff.
- [`RunEvent`](/api/Sandbox.Scene/RunEvent)
- [`Serialize`](/api/Sandbox.Scene/Serialize)
- [`SerializeProperties`](/api/Sandbox.Scene/SerializeProperties)
- [`StartLoading`](/api/Sandbox.Scene/StartLoading)
