sceneName | Name or path of the Scene to load. |
sceneBuildIndex | Index of the Scene in the Build Settings to load. |
mode | Allows you to specify whether or not to load the Scene additively. See LoadSceneMode for more information about the options. |
Loads the Scene by its name or index in Build Settings.
Note: In most cases, to avoid pauses or performance hiccups while
loading, you should use the asynchronous version of this command which is:
LoadSceneAsync.
When using SceneManager.LoadScene, the loading
does not happen immediately, it completes in the next frame. This semi-asynchronous
behavior can cause frame stuttering and can be confusing because load does not
complete immediately.
Important: Since loading is set to complete in the next rendered frame, calling SceneManager.LoadScene forces all previous AsynOperations to complete, even if AsyncOperation.allowSceneActivation is set to false.
This can be avoided by using LoadSceneAsync instead.
The given sceneName
can either be the Scene name only, without the .unity
extension, or the path as shown in the BuildSettings window still without the
.unity
extension. If only the Scene name is given this will load the first
Scene in the list that matches. If you have multiple Scenes with same name but
different paths, you should use the full path.
Note that sceneName
is case insensitive, except when you load the scene from an AssetBundle.
For opening Scenes in the Editor see EditorSceneManager.OpenScene.
using UnityEngine; using UnityEngine.SceneManagement;
public class ExampleClass : MonoBehaviour { void Start() { // Only specifying the sceneName or sceneBuildIndex will load the Scene with the Single mode SceneManager.LoadScene("OtherSceneName", LoadSceneMode.Additive); } }
// Load an assetbundle which contains Scenes. // When the user clicks a button the first Scene in the assetbundle is // loaded and replaces the current Scene.
using UnityEngine; using UnityEngine.SceneManagement;
public class LoadScene : MonoBehaviour { private AssetBundle myLoadedAssetBundle; private string[] scenePaths;
// Use this for initialization void Start() { myLoadedAssetBundle = AssetBundle.LoadFromFile("Assets/AssetBundles/scenes"); scenePaths = myLoadedAssetBundle.GetAllScenePaths(); }
void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Change Scene")) { Debug.Log("Scene2 loading: " + scenePaths[0]); SceneManager.LoadScene(scenePaths[0], LoadSceneMode.Single); } } }
The following two script examples show how LoadScene can load scenes from Build Settings. LoadSceneA
uses the name of the scene to load. LoadSceneB
uses the number of the scene to load. The scripts work together.LoadSceneA
file.
// SceneA. // SceneA is given the sceneName which will // load SceneB from the Build Settings
using UnityEngine; using UnityEngine.SceneManagement;
public class LoadScenesA : MonoBehaviour { void Start() { Debug.Log("LoadSceneA"); }
public void LoadA(string scenename) { Debug.Log("sceneName to load: " + scenename); SceneManager.LoadScene(scenename); } }
LoadSceneB
file.
// SceneB. // SceneB is given the sceneBuildIndex of 0 which will // load SceneA from the Build Settings
using UnityEngine; using UnityEngine.SceneManagement;
public class LoadScenesB : MonoBehaviour { void Start() { Debug.Log("LoadSceneB"); }
public void LoadB(int sceneANumber) { Debug.Log("sceneBuildIndex to load: " + sceneANumber); SceneManager.LoadScene(sceneANumber); } }