Is there a way to call up a query of the values setup in an object in Room 1 scene while I'm editing Room 2 scene?
No, you can't. The editor let you open one scene at the time. You can consider different scenes as different worlds. You can add the content of a scene to the current opened scene, using EditorApplication.OpenSceneAdditive. Btw this isn't useful for your case, since the object of the scene added are copied inside the opened one.
If you need to share objects between scenes you have 2 ways to do that:
- Use a Prefab for your SpawnPoint Manager, if your Component is attached to a GameObject.
- If you don't want/can use a GameObject to store your SpawnPoint Manager (I don't think this is the case), you may consider using AssetDatabase. Basically you can store inside it every serializable class derived from ScriptableObject.
What I would do in your case is, more or less, the following:
- Create an empty
GameObject
with attached a Component calledSpawnPointManager
. - Create a
Prefab
from the createdGameObject
. - Put in all scenes a
Prefab instance
of your manager. - Eventually define a custom Editor for modify your
SpawnPointManager
Component
from a custom inspector
Since all your Prefab instances
are linked to the same Prefab
, even if they are in different scenes, basically the share the same object (accessible from the inspector). So if you modify the prefab
it self (or an instance of it and apply the modification back to the linked prefab), all your prefab instances (even in the different scenes) will see the modifications and will update accordingly to the linked prefab.