#if UNITY_EDITOR using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; public static class BuildAllScenes { [MenuItem("Tools/Build All Scenes")] public static void BuildAll() { // Clear build settings first EditorBuildSettings.scenes = new EditorBuildSettingsScene[0]; // Create all scenes in order (MainMenu must be index 0) CreateMainMenuScene.Create(); CreateCollectionScene.Create(); CreateDeckBuilderScene.Create(); CreateSimulatorScene.Create(); CreateScannerScene.Create(); CreateTrainingScene.Create(); // Log the final build settings Debug.Log($"[BuildAllScenes] Registered {EditorBuildSettings.scenes.Length} scenes in Build Settings:"); foreach (var s in EditorBuildSettings.scenes) Debug.Log($" {s.path} (enabled={s.enabled})"); // Reopen MainMenu as the active scene EditorSceneManager.OpenScene("Assets/Scenes/MainMenu.unity"); Debug.Log("[BuildAllScenes] Done! MainMenu scene is now active."); } } #endif