QuartzLab · Unity Editor Tool

qScenes

A Unity scene launcher with instant search and smart multi-step launch chains such as Boot → Menu → Level15.

Unity 2022.3+Editor onlyNo runtime dependency

Getting started

Open Tools → QuartzLab → qScenes.

Open Launch and choose the target SceneAsset in the fixed bottom row of the chain.

Review the detected chain, for example Boot → Menu → Level15.

Use Smart Play or the dedicated qScenes Toolbar control.

The target can change at any time

An automatic chain is recalculated immediately unless it has been edited manually.

How smart analysis works

qScenes builds a directed transition graph and searches for the strongest route from an entry scene to the target. Analysis runs when the target changes, not every frame.

SceneAsset dependenciesSerialized scene references are inspected through AssetDatabase.
Attached scriptsLoadScene, LoadSceneAsync, SwitchScene, and scene-name literals are inspected.
Build SettingsOrder, enabled state, and build indices contribute evidence.
Semantic rolesBootstrap/startup, menu/frontend, level/gameplay, and ending roles are recognized.

The path search limits depth, rejects cycles, and compares competing routes. With no useful evidence, an empty predecessor list is valid and the target starts directly.

Manual chain

Predecessors and the immovable target are presented as one top-to-bottom list. Every predecessor can be replaced, removed, moved earlier, or moved later. Add + sits between the predecessors and the highlighted target and always inserts a scene before the target.

Manual order has priority

After the first manual edit, qScenes preserves the chain when the target changes, including Level15 → Level16. Automatic analysis will not overwrite the user's decision. Recalculate explicitly clears the override.

Auto-detect Chain controls recalculation for new targets. Disabling it does not remove the configured chain.

Launch and Toolbar

ControlBehavior
Smart PlayRuns the current chain from the window.
Unity PlayAlways keeps Unity's standard behavior and never uses the qScenes target.
Button near Play/Pause/StepLeft-click runs the chain; right-click opens a menu containing only the Launch window command.

The Toolbar control uses a compatibility layer and is skipped safely if a Unity version does not expose the expected Toolbar zone. Smart Play is also available as an explicitly named context action and through the optional double-click behavior.

Scene library

Scenes shows one flat list of all discovered scenes. Favorites are not duplicated; they move to the top. Metadata is hidden by default, but build, not-build, favorite, target, preload, active, open, and dirty remain searchable. Tags can be shown in Settings. Scene actions use Unity's standard right-click context menu, while the borderless star on the right controls Favorites. In Play Mode, Direct Play and Smart Play honor the scene-switching and confirmation settings.

Double-clickIn Edit Mode, open a scene in Single mode or run Smart Play when enabled. In Play Mode, replace the running scene when Play switching is enabled.
Alt + EnterOpen the selected scene additively.
Ctrl/Cmd + EnterPlay the scene directly.
Shift + EnterMake the selected scene the target and run its smart chain.

Settings

  • interface language: Auto, English, Russian;
  • automatic predecessor detection;
  • scene metadata tag visibility;
  • optional qScenes Toolbar control;
  • Smart Play on scene-list double-click;
  • scene switching on double-click during Play Mode, with optional confirmation and direct or smart-chain behavior;
  • replace/alongside behavior for the final target and delay between steps;
  • disabled/package scene visibility and automatic cache refresh.

The same panel is available at Project Settings → QuartzLab → qScenes.

Safety and limitations

  • qScenes does not modify Build Settings, scene contents, or project runtime code.
  • Unity's standard dirty-scene save prompt is used before launch.
  • playModeStartScene changes only for the pending launch and is restored through SessionState, including across domain reloads.
  • The next scene is loaded only if the game has not already loaded it.
  • Fully dynamic scene transitions cannot be proven by static analysis and should be corrected manually.