go | GameObject a mover. |
scene | Escena a moverse. |
Move a GameObject from its current Scene to a new Scene.
You can only move root GameObjects from one Scene to another. This means the GameObject to move must not be a child of any other GameObject in its Scene. This only works on GameObjects being moved to a Scene that is already loaded (additive). If you want to load single Scenes, make sure to use DontDestroyOnLoad on the GameObject you would like to move to a new Scene, otherwise Unity deletes it when it loads a new Scene.
//This script moves the GameObject you attach in the Inspector to a Scene you specify in the Inspector. //Attach this script to an empty GameObject. //Click on the GameObject, go to its Inspector and type the name of the Scene you would like to load in the Scene field. //Attach the GameObject you would like to move to a new Scene in the "My Game Object" field
//Make sure your Scenes are in your build (File>Build Settings).
using System.Collections; using UnityEngine; using UnityEngine.SceneManagement;
public class Example : MonoBehaviour { //Type in the name of the Scene you would like to load in the Inspector public string m_Scene; //Assign your GameObject you want to move Scene in the Inspector public GameObject m_MyGameObject;
void Update() { //Press the space key to add the Scene additively and move the GameObject to that Scene if (Input.GetKeyDown(KeyCode.Space)) { StartCoroutine(LoadYourAsyncScene()); } }
IEnumerator LoadYourAsyncScene() { //Set the current Scene to be able to unload it later Scene currentScene = SceneManager.GetActiveScene();
// The Application loads the Scene in the background at the same time as the current Scene. AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(m_Scene, LoadSceneMode.Additive);
//Wait until the last operation fully loads to return anything while (!asyncLoad.isDone) { yield return null; }
//Move the GameObject (you attach this in the Inspector) to the newly loaded Scene SceneManager.MoveGameObjectToScene(m_MyGameObject, SceneManager.GetSceneByName(m_Scene)); //Unload the previous Scene SceneManager.UnloadSceneAsync(currentScene); } }