> For the complete documentation index, see [llms.txt](https://danil-dukhovenko.gitbook.io/force/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://danil-dukhovenko.gitbook.io/force/force-editor/gameplay/scenes.md).

# Scenes

<figure><img src="/files/E3IR5BHbYx1iZlanxIrL" alt=""><figcaption><p>Scenes in Force</p></figcaption></figure>

The scenes in **Force** are a container where all your game objects will be located, as well as their behavior, logic and gameplay will be reproduced. Scenes can be edited as you like, saved, played back.&#x20;

The entire gameplay and game logic can be located in one large scene, or various elements of your game, for example, levels can be stored in other scenes and interact with each other.

### Creating Scenes

You have serveral ways to create a new scene in **Force**. First is most common is using **New Scene Window** that allows to you configurate the scene as you want. To open it use **New -> File -> Assets -> Scene** or press **Ctrl+N.**&#x20;

Also you can open this dialog using context menu in **Browser** by right clicking on empty space or by pressing the **+** button.

<div align="left"><figure><img src="/files/E9REyw74qfFp6uhlWyqr" alt=""><figcaption><p>Open New Asset Window</p></figcaption></figure></div>

Then select **Scene** in **New Asset Window**:

<div align="left"><figure><img src="/files/AQTgBTCqxOQpKKy3vxzK" alt=""><figcaption><p>New Asset Window</p></figcaption></figure></div>

So lets open a **New Scene Window**:

<figure><img src="/files/CZZoNBisZX1b0NSUjeZN" alt=""><figcaption><p>New Scene Window</p></figcaption></figure>

<table><thead><tr><th>Property</th><th>Description</th><th data-hidden></th></tr></thead><tbody><tr><td>Scene Name</td><td>Name of scene that you wanna create.</td><td></td></tr><tr><td>Location</td><td>Location or filepath, where the scene will stored.</td><td></td></tr><tr><td>Camera</td><td>Type of camera that will presented on new scene.</td><td></td></tr><tr><td>Startup</td><td>Means will this scene used as startup for project on load?</td><td></td></tr></tbody></table>

After the scene is created, it will appear in the browser, and will be available for opening.

If you doesn't want to use dialog every time, you can go to **Preferences -> Scene Creation -> Disable Scene Dialog** and turn it off. Thats disable appearing dialog and for example by pressing on **Ctrl+N** it will immediately creates default scene.

### Opening & Saving Scenes

To open a scene press **Ctrl+O** and select property scene from **Open Scene Window**.

<figure><img src="/files/JxzUOE6l934QrigbIJO8" alt=""><figcaption><p>Open Scene Window</p></figcaption></figure>

Or you can just drag and drop scene asset on **Browser's Workspace** or drag it to **Explorer**.

To **Save** scene press **Ctrl+S**. Or you can save it using the **Explorer -> Settings -> Save Scene**.

<div align="left"><figure><img src="/files/2dWlhbE4lt47Y45n5B7D" alt=""><figcaption><p>Saved Scenes in Browser</p></figcaption></figure></div>

### Editing Scenes

Use **Explorer** to control scene and scenes that present in the current project, scenes that was loaded for editing or for additional editing.&#x20;

<div align="left"><figure><img src="/files/Pp2P6ACPWaIXg7D3uHhc" alt=""><figcaption><p>Scene in Tree Node in Explorer</p></figcaption></figure></div>

Every scene displays in **Explorer** in Tree Node.  Also you can use settings button ![](/files/g19x05WCvkeXtV0AIwNO) to control state of the scene.

<table><thead><tr><th>Property</th><th>Description</th><th data-hidden></th></tr></thead><tbody><tr><td>Set As Editable</td><td>Sets the scene for editing.</td><td></td></tr><tr><td>Save Scene</td><td>Save this scene to its filepath from witch it was loaded or created.</td><td></td></tr><tr><td>Save Scene As</td><td>Open platform OS dialog and allowing to select where scene should saved.</td><td></td></tr><tr><td>Save All</td><td>Save all opened scenes.</td><td></td></tr><tr><td>Unload Scene</td><td>Unload scene but keep it in Explorer so you can Load it again. When scene is unloaded you cannot edit it.</td><td></td></tr><tr><td>Rename Scene</td><td>Open Rename Popup and allow rename this scene. When you rename scene old is discards if it not have its own saved copy.</td><td></td></tr><tr><td>Create...</td><td>Open Explorer's New Object popup. </td><td></td></tr></tbody></table>

### Multi-scene Editing

You also can edit multiple scene at one time. This very usefull when you working at the same game but different in-game levels.

<div align="left"><figure><img src="/files/Hn37tBN3BPnDEL8rqavJ" alt=""><figcaption><p>Explorer View with multiple scenes</p></figcaption></figure></div>

Basically when you open another scene from **Browser** you need open it **As Additional** and this scene appears in explorer, so you can modify booths of this scenes. Use the **Settings -> Set As Editable** property for switching between editable scenes.

You can unload one scene. On unloaded scene you see different settings menu.

<div align="left"><figure><img src="/files/L2rqafAoz1zH8rwgdshY" alt=""><figcaption><p>Explorer View with unloaded scene</p></figcaption></figure></div>

<table><thead><tr><th>Property</th><th></th><th data-hidden></th></tr></thead><tbody><tr><td>Load Scene</td><td>Load unloaded scene back.</td><td></td></tr><tr><td>Delete Scene</td><td>Delete scene from Explorer and current project.</td><td></td></tr></tbody></table>

### Playing Scenes

This as piece of cake, its very simple, just press on **Play** button on toolbar or press **Ctrl+F5**. To play scene as simulation mode for testing physics press **Play Simulation** button on toolbar or press **F6**.

When no scene was loaded to project or non of them is not active you cannot press **Play/Play Simulation** buttons.

If you have multiple opened scenes in **Edit Mode**, you can play only one that was using as main for editing.  To use multiple scenes in **Play Mode** you need to use Scripting API, and `SceneManager.LoadScene` method or `SceneManager.CreateScene` via [**SceneManager**](/force/force-scripting-api/force/scenemanager.md).


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