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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