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LICENSE

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MIT License
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Copyright (c) 2022 MyGameDevTools
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.

README.md

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# Advanced Scene Manager Documentation
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# My Scene Manager Documentation
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This repository contains the documentation for **Advanced Scene Manager**, a Unity package designed to streamline scene transitions, async operations, and addressable scene management.
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This repository contains the documentation for **My Scene Manager**, a Unity package designed to streamline scene transitions, async operations, and addressable scene management.
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This website is built using [Docusaurus](https://docusaurus.io/), a modern static website generator.
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## Prerequisites

docs/advanced-usage/core-concepts.md

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---
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sidebar_position: 1
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description: An introduction to the advanced usage of the Advanced Scene Manager.
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description: An introduction to the advanced usage of My Scene Manager.
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---
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# Core Concepts
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There are some key structures that need to be understood in order to dive deep into the logic of the Advanced Scene Manager.
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There are some key structures that need to be understood in order to dive deep into the logic of the My Scene Manager.
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## Architecture
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This is an overview of the Advanced Scene Manager architecture. We will dive into each individual component in the next pages.
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This is an overview of the My Scene Manager architecture. We will dive into each individual component in the next pages.
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Consider this flowchart:
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```mermaid
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flowchart TB
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asm(Advanced Scene Manager)
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asm(My Scene Manager)
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sd(Core Scene Manager)
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isd([ISceneManager])
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so{{Load, Unload or Transition}}
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sr === so
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```
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- The `AdvancedSceneManager` is a static implementation of a `CoreSceneManager`, which contains all the logic to perform **Scene Operations**.
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- The `MySceneManager` is a static implementation of a `CoreSceneManager`, which contains all the logic to perform **Scene Operations**.
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- The `CoreSceneManager` is an implementation of the `ISceneManager` interface, that by itself only defines "low-level" **Scene Operations** methods that receive `SceneParameter` arguments.
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- The `SceneParameter` struct is an abstraction to handle a single `ILoadSceneInfo` or multiple (`ILoadSceneInfo[]`).
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- The `ILoadSceneInfo` interface is an abstraction of a reference to a scene. It has the following implementations:

docs/advanced-usage/core-scene-manager.md

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```
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:::note
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You don't need to manually create a `CoreSceneManager` instance if you're using the `AdvancedSceneManager`.
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You don't need to manually create a `CoreSceneManager` instance if you're using the `MySceneManager`.
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:::
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## Scene Parameter

docs/advanced-usage/advanced-scene-manager.md renamed to docs/advanced-usage/my-scene-manager.md

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sidebar_position: 2
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---
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# Advanced Scene Manager
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# My Scene Manager
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The `AdvancedSceneManager` is a static wrapper to the `CoreSceneManager` class, that exists to simplify the usage experience of the **Scene Operations**.
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`MySceneManager` is a static wrapper to the `CoreSceneManager` class, that exists to simplify the usage experience of the **Scene Operations**.
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It manages an internal reference to a Core Scene Manager that is created during the `RuntimeInitializeOnLoadMethod` callback, which is executed after the first scene has loaded and after the first `Awake()` cycle.
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That means that the `AdvancedSceneManager` will not be initialized until the first `Start()` cycle.
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That means that `MySceneManager` will not be initialized until the first `Start()` cycle.
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```cs
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[RuntimeInitializeOnLoadMethod]
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## Static API
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You can optionally disable the `AdvancedSceneManager` static class entirely if you wish to manually handle the `CoreSceneManager` lifecycle and/or extend any functionality.
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You can optionally disable the `MySceneManager` static class entirely if you wish to manually handle the `CoreSceneManager` lifecycle and/or extend any functionality.
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To do it, simply define the scripting symbol `DISABLE_STATIC_SCENE_MANAGER` on your scripting compilation settings.
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## Extension Methods

docs/advanced-usage/scene-transitions.md

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Effectively, this **delays** the start or the end of the **Scene Transition** operation to display a visual feedback such as a fade in/out.
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When the `TransitionAsync` method is _awaited_, it will wait until the entire transition has been completed **and** the loading scene has been unloaded.
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If you wish to execute an action exactly when the target scene is loaded, you can either rely on that scene's `Awake()` calls or subscribe to the `SceneLoaded` event from the `CoreSceneManager` or `AdvancedSceneManager`.
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If you wish to execute an action exactly when the target scene is loaded, you can either rely on that scene's `Awake()` calls or subscribe to the `SceneLoaded` event from the `CoreSceneManager` or `MySceneManager`.
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---
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sidebar_position: 3
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description: Basic introduction to the usage of the Advanced Scene Manager.
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description: Basic introduction to the usage of My Scene Manager.
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---
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# Basic Usage
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Loading scenes with this package implies that the scenes **will always be loaded as Additive**. That is simply because there is no advantage in loading scenes in the **Single** load scene mode when you expect to work with multiple scenes.
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You will be using the `AdvancedSceneManager` static class to perform the scene operations.
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You will be using the `MySceneManager` static class to perform the scene operations.
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## Loading scenes
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You can load scenes by using any of these references:
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```cs
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// Name
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AdvancedSceneManager.LoadAsync("my-scene");
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MySceneManager.LoadAsync("my-scene");
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// Path (relative to the Assets folder)
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AdvancedSceneManager.LoadAsync("Scenes/my-scene");
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MySceneManager.LoadAsync("Scenes/my-scene");
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// Build Index
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AdvancedSceneManager.LoadAsync(1);
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MySceneManager.LoadAsync(1);
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// Address
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AdvancedSceneManager.LoadAddressableAsync("my-scene-address");
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MySceneManager.LoadAddressableAsync("my-scene-address");
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// Asset Reference
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AdvancedSceneManager.LoadAddressableAsync(mySceneAssetReference);
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MySceneManager.LoadAddressableAsync(mySceneAssetReference);
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```
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Additionally, you can also pass an array of scenes (given the same type of reference):
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```cs
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// Array of build indexes
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AdvancedSceneManager.LoadAsync(new int[] { 1, 2, 3});
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MySceneManager.LoadAsync(new int[] { 1, 2, 3});
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```
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The loaded scene can be marked to be set as the active scene:
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```cs
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MySceneManager.LoadAsync("my-scene", true);
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AdvancedSceneManager.LoadAsync(new int[] { 1, 2, 3 }, 1);
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MySceneManager.LoadAsync(new int[] { 1, 2, 3 }, 1);
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MySceneManager.LoadAsync("my-scene", true, progress);
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## Unloading scenes
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```cs
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MySceneManager.UnloadAsync("my-scene");
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AdvancedSceneManager.UnloadAsync("Scenes/my-scene");
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MySceneManager.UnloadAsync("Scenes/my-scene");
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MySceneManager.UnloadAsync(1);
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// Address
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AdvancedSceneManager.UnloadAddressableAsync("my-scene-address");
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MySceneManager.UnloadAddressableAsync("my-scene-address");
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AdvancedSceneManager.UnloadAddressableAsync(mySceneAssetReference);
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MySceneManager.UnloadAddressableAsync(mySceneAssetReference);
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MySceneManager.UnloadAsync(MySceneManager.GetActiveScene());
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## Scene Transitions
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```cs
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MySceneManager.TransitionAsync("my-target-scene", "my-loading-scene");
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AdvancedSceneManager.TransitionAddressableAsync(new AssetReference[] { scene1, scene2, scene3 });
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MySceneManager.TransitionAddressableAsync(new AssetReference[] { scene1, scene2, scene3 });
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:::info
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await MySceneManager.TransitionAsync("my-target-scene", "my-loading-scene");
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docs/getting-started/compatibility.md

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description: Packages compatible with the Advanced Scene Manager.
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description: Packages compatible with My Scene Manager.
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---
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# Compatibility

docs/getting-started/installation.mdx

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description: How to install the Advanced Scene Manager package.
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description: How to install the My Scene Manager package.
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import Tabs from '@theme/Tabs';
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* Click `Apply`.
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* Open `Window/Package Manager`.
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* In the left column, select `Open UPM` inside `My Registries`.
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* Select `Advanced Scene Manager` under `My GameDev Tools`.
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* Select `My Scene Manager` under `My GameDev Tools`.
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* Click `Install`.
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</TabItem>
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</Tabs>

docs/intro.md

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# Introduction
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The **Advanced Scene Manager** is a powerful Unity package designed to simplify scene management, improve performance, and enhance flexibility in your projects. Whether you're dealing with scene transitions, [Unity Addressables](https://docs.unity3d.com/Manual/com.unity.addressables.html) scenes, or async/await workflows, this package provides an easy-to-use solution for handling all your scene management needs.
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**My Scene Manager** is a powerful Unity package designed to simplify scene management, improve performance, and enhance flexibility in your projects. Whether you're dealing with scene transitions, [Unity Addressables](https://docs.unity3d.com/Manual/com.unity.addressables.html) scenes, or async/await workflows, this package provides an easy-to-use solution for handling all your scene management needs.
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## Key Features
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## Instalation
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To get started with My Scene Manager, you can install it in various ways:
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* [OpenUPM](./getting-started/installation.mdx#openupm)
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* [Install from Git](./getting-started/installation.mdx#git)
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MySceneManager.TransitionAsync("my-target-scene", "my-loading-scene");
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```

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