Added in a “transition back” so once you kill play mode, you’re taken back to where you were
private static void LoadStartupScene(PlayModeStateChange state)
{
switch (state)
{
case PlayModeStateChange.ExitingEditMode:
EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
break;
case PlayModeStateChange.EnteredPlayMode:
previousScene = EditorSceneManager.GetActiveScene().buildIndex;
if (EditorSceneManager.GetActiveScene().buildIndex != 0)
{
EditorSceneManager.LoadScene(0);
}
break;
case PlayModeStateChange.ExitingPlayMode when EditorSceneManager.GetActiveScene().buildIndex != previousScene:
EditorSceneManager.LoadScene(previousScene);
break;
}
}