buildIndex
Return the index of the Scene in the Build Settings.
Read time 2 minutesLast updated 13 days ago
Definition
- Type: Property
- Namespace: UnityEngine.SceneManagement
- Assembly: UnityEngine.CoreModule
public int buildIndex { get; }
Remarks
buildIndex varies from zero to the number of Scenes in the minus one. This is because indexes start at zero, so the first Scene is at position zero in the Scene.buildIndex. For example, five Scenes in the have an index from zero to four.
Build SettingsBuild SettingsUnity ignores any numbers in a name. For example, if you add a called to a list of five Scenes in the , Unity gives it a Scene.buildIndex of 5.
SceneScenescene15Build SettingsA that is not added to the window returns a Scene.buildIndex one more than the highest in the list. For example, if you don’t add a to a window that already has 6 Scenes in it, then buildIndex returns 6 as its index .
SceneScenes in BuildSceneScenes in BuildIf the is loaded through an , buildIndex returns -1.
SceneAssetBundleExamples
using UnityEngine;using UnityEngine.SceneManagement;// Show the buildIndex for the current script.//// The Build Settings window shows 5 added Scenes. These have buildIndex values from// 0 to 4. Each Scene has a version of this script applied.//// In the Project, create 5 Scenes called scene1, scene2, scene3, scene4 and scene5.// In each Scene add an empty GameObject and attach this script to it.//// Each Scene randomly switches to a different Scene when the button is clicked.public class ExampleScript : MonoBehaviour{ Scene scene; void Start() { scene = SceneManager.GetActiveScene(); Debug.Log("Active Scene name is: " + scene.name + "\nActive Scene index: " + scene.buildIndex); } void OnGUI() { GUI.skin.button.fontSize = 20; if (GUI.Button(new Rect(10, 80, 180, 60), "Change from scene " + scene.buildIndex)) { int nextSceneIndex = Random.Range(0, 4); SceneManager.LoadScene(nextSceneIndex, LoadSceneMode.Single); } }}