SuperScenes gives you the ability to attach components to Unity scenes. You can use them to store data, or to run code when the scene loads or unloads.
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This is a paid asset, but now you can download the “SuperScenes – Components for scenes” for FREE. Please note that this package is provided solely for learning purposes or to test the product before purchase, and not for commercial use.
SuperScenes – Components for scenes v1.1.1 (09 Feb 2026) (Latest version)
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Description
🔗 Documentation | Discord | Support
It’s typical: you want something to happen “at the scene level”, but you end up having to put a GameObject in the scene because GameObject + Component is the main Unity pattern. 🤔
💡 What if you could just add a component to a scene?
SuperScenes enables the concept of components for Scene assets. This way you can attach data and behaviour without the need to add new GameObjects.
No more “Do I have all the manager Prefabs in my scene – or did I forget something?”
⚙️ How does it work?
You create a script that inherits from SceneComponent.
You select a scene file, and add the Component like you would for a GameObject.
At runtime, you can now access that data using the SuperScenes API.
It’s very simple.
⚙️ What’s the API like
To get a component of a specific type, you just need a reference to a Scene and then invoke GetComponent<T>( ), TryGetComponent<T>() on it. Or GetComponents( ) to get them all.
It will all feel very familiar.
⚙️ Where is the data?
The data/components for each scene sits on ScriptableObjects that are automatically created, indexed and managed by SuperScenes.
Because they are external to the Scene asset, you could add a component to a scene while someone else is working on it, and there won’t be any conflict! 👌🏻
🈶️ CJK languages support
SuperScenes supports CJK languages for SceneComponent properties.
该工具支持中文。
このツールは日本語をサポートしています。
이 도구는 한국어를 지원합니다.
Technical details
Supported Unity versions
Super Scenes works with Unity 2022, Unity 6, Unity 6.1 and Unity 6.2.




