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SceneManager.sceneLoaded

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Description

Add a delegate to this to get notifications when a scene has loaded.

Rather than being called directly this script code shows use of a delegate. This means the screenLoaded value is added into a list of delegate functions.


In the script example below a number of API function calls are shown. Specifically the first labelled function OnEnable() is used to add an OnSceneLoaded() API. The OnSceneLoaded() API is not a Unity provided function. The SceneManager.sceneLoaded variable can have any function hooked into it and it is OnSceneLoaded() here. Finally, OnDisable() is used to remove the OnSceneLoaded API from the SceneManager.sceneLoaded API.

#pragma strict
public class ExampleCode extends MonoBehaviour {
	// called zero
	function Awake() {
		Debug.Log("Awake");
	}
	// called first
	function OnEnable() {
		Debug.Log("OnEnable called");
		SceneManager.sceneLoaded += OnSceneLoaded;
	}
	// called second
	function OnSceneLoaded(scene: Scene, mode: LoadSceneMode) {
		Debug.Log("OnSceneLoaded: " + scene.name);
		Debug.Log(mode);
	}
	// called third
	function Start() {
		Debug.Log("Start");
	}
	// called when the game is terminated
	function OnDisable() {
		Debug.Log("OnDisable");
		SceneManager.sceneLoaded -= OnSceneLoaded;
	}
}
using UnityEngine;
using UnityEngine.SceneManagement;

public class ExampleCode : MonoBehaviour { // called zero void Awake() { Debug.Log("Awake"); }

// called first void OnEnable() { Debug.Log("OnEnable called"); SceneManager.sceneLoaded += OnSceneLoaded; }

// called second void OnSceneLoaded(Scene scene, LoadSceneMode mode) { Debug.Log("OnSceneLoaded: " + scene.name); Debug.Log(mode); }

// called third void Start() { Debug.Log("Start"); }

// called when the game is terminated void OnDisable() { Debug.Log("OnDisable"); SceneManager.sceneLoaded -= OnSceneLoaded; } }

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