| int get_sceneCount() | PublicStatic+1 flags | | 0x04 |
| Scene GetActiveScene() | PublicStatic | | 0x04 |
| bool SetActiveScene(const Scene& scene) | PublicStatic | | 0x04 |
| Scene GetSceneByName(const string& name) | PublicStatic | | 0x08 |
| Scene GetSceneAt(int index) | PublicStatic | | 0x04 |
| Scene CreateScene(const string& sceneName, const CreateSceneParameters& parameters) | PublicStatic | | 0x08 |
| AsyncOperation UnloadSceneAsyncInternal(const Scene& scene, const UnloadSceneOptions& options) | PrivateStatic | | 0x08 |
| AsyncOperation LoadSceneAsyncNameIndexInternal(const string& sceneName, int sceneBuildIndex, const LoadSceneParameters& parameters, bool mustCompleteNextFrame) | PrivateStatic | | 0x08 |
| void MoveGameObjectToScene(GameObject go, const Scene& scene) | PublicStatic | | 0x08 |
| AsyncOperation LoadFirstScene_Internal(bool async) | Static+1 flags | | 0x08 |
| void add_sceneLoaded(UnityAction<UnityEngine.SceneManagement.Scene value) | PublicStatic+1 flags | | 0x08 |
| void remove_sceneLoaded(UnityAction<UnityEngine.SceneManagement.Scene value) | PublicStatic+1 flags | | 0x08 |
| void add_sceneUnloaded(UnityAction<UnityEngine.SceneManagement.Scene> value) | PublicStatic+1 flags | | 0x08 |
| void remove_sceneUnloaded(UnityAction<UnityEngine.SceneManagement.Scene> value) | PublicStatic+1 flags | | 0x08 |
| void add_activeSceneChanged(UnityAction<UnityEngine.SceneManagement.Scene value) | PublicStatic+1 flags | | 0x08 |
| void remove_activeSceneChanged(UnityAction<UnityEngine.SceneManagement.Scene value) | PublicStatic+1 flags | | 0x08 |
| Scene CreateScene(const string& sceneName) | PublicStatic | | 0x08 |
| void LoadScene(const string& sceneName) | PublicStatic | | 0x08 |
| Scene LoadScene(const string& sceneName, const LoadSceneParameters& parameters) | PublicStatic | | 0x08 |
| AsyncOperation LoadSceneAsync(const string& sceneName) | PublicStatic | | 0x08 |
| AsyncOperation LoadSceneAsync(const string& sceneName, const LoadSceneParameters& parameters) | PublicStatic | | 0x08 |
| AsyncOperation UnloadSceneAsync(const Scene& scene) | PublicStatic | | 0x08 |
| void Internal_SceneLoaded(const Scene& scene, const LoadSceneMode& mode) | PrivateStatic | | 0x04 |
| void Internal_SceneUnloaded(const Scene& scene) | PrivateStatic | | 0x04 |
| void Internal_ActiveSceneChanged(const Scene& previousActiveScene, const Scene& newActiveScene) | PrivateStatic | | 0x04 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |
| void GetActiveScene_Injected(ref Scene& ret) | PrivateStatic | | 0x04 |
| bool SetActiveScene_Injected(ref Scene& scene) | PrivateStatic | | 0x04 |
| void GetSceneByName_Injected(const string& name, ref Scene& ret) | PrivateStatic | | 0x08 |
| void GetSceneAt_Injected(int index, ref Scene& ret) | PrivateStatic | | 0x04 |
| void CreateScene_Injected(const string& sceneName, ref CreateSceneParameters& parameters, ref Scene& ret) | PrivateStatic | | 0x08 |
| AsyncOperation UnloadSceneAsyncInternal_Injected(ref Scene& scene, const UnloadSceneOptions& options) | PrivateStatic | | 0x08 |
| void MoveGameObjectToScene_Injected(GameObject go, ref Scene& scene) | PrivateStatic | | 0x08 |