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Unity Engine


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Unity Engine


LoadScene

Loads the Scene by its name or index in Build Settings.
Read time 7 minutesLast updated 11 days ago

Definition

LoadScene(string, LoadSceneMode)

Loads the Scene by its name or index in Build Settings.
public static void LoadScene(string sceneName, LoadSceneMode mode)

Parameters

sceneName

Name or path of the Scene to load.

Allows you to specify whether or not to load the Scene additively. See LoadSceneMode for more information about the options.

Remarks

Note: In most cases, to avoid pauses or performance hiccups while loading, you should use the asynchronous version of this command which is: SceneManager.LoadSceneAsync.
When using SceneManager.LoadScene, the scene loads in the next frame, that is it does not load immediately. This semi-asynchronous behavior can cause frame stuttering and can be confusing because load does not complete immediately.
Because loading is set to complete in the next rendered frame, calling SceneManager.LoadScene forces all previous AsyncOperations to complete, even if AsyncOperation.allowSceneActivation is set to false. To avoid this, use SceneManager.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 the 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. SceneA can additively load
SceneB
multiple times. The regular name is used for each loaded scene. If
SceneA
loads
SceneB
ten times each
SceneB
will have the same name. Finding a particular added scene is not possible.
If a single mode scene is loaded, Unity calls Resources.UnloadUnusedAssets automatically.
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 SceneManager.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 Settingsusing 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 Settingsusing 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); }}

LoadScene(string, LoadSceneParameters)

Loads the Scene by its name or index in Build Settings.
public static Scene LoadScene(string sceneName, LoadSceneParameters parameters)

Parameters

sceneName

Name or path of the Scene to load.

Various parameters used to load the Scene.

Returns

Type

Description

SceneA handle to the Scene being loaded.

Remarks

An example using two scenes called
Scene1
and
Scene2
. ExampleScript1.cs is for
scene1
and ExampleScript2.cs is for
scene2
.
using UnityEngine;using UnityEngine.SceneManagement;// This is scene1. It loads 3 copies of scene2.// Each copy has the same name.public class ExampleScript1 : MonoBehaviour{ private Scene scene; private void Start() { var parameters = new LoadSceneParameters(LoadSceneMode.Additive); scene = SceneManager.LoadScene("scene2", parameters); Debug.Log("Load 1 of scene2: " + scene.name); scene = SceneManager.LoadScene("scene2", parameters); Debug.Log("Load 2 of scene2: " + scene.name); scene = SceneManager.LoadScene("scene2", parameters); Debug.Log("Load 3 of scene2: " + scene.name); }}
Scene2:
using UnityEngine;// create a randomly placed cubepublic class ExampleScript2 : MonoBehaviour{ private void Start() { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = new Vector3(Random.Range(-5.0f, 5.0f), 0.0f, Random.Range(-5.0f, 5.0f)); }}

LoadScene(int, LoadSceneMode)

Loads the Scene by its name or index in Build Settings.
public static void LoadScene(int sceneBuildIndex, LoadSceneMode mode)

Parameters

sceneBuildIndex

Index of the Scene in the Build Settings to load.

Allows you to specify whether or not to load the Scene additively. See LoadSceneMode for more information about the options.

Remarks

Note: In most cases, to avoid pauses or performance hiccups while loading, you should use the asynchronous version of this command which is: SceneManager.LoadSceneAsync.
When using SceneManager.LoadScene, the scene loads in the next frame, that is it does not load immediately. This semi-asynchronous behavior can cause frame stuttering and can be confusing because load does not complete immediately.
Because loading is set to complete in the next rendered frame, calling SceneManager.LoadScene forces all previous AsyncOperations to complete, even if AsyncOperation.allowSceneActivation is set to false. To avoid this, use SceneManager.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 the 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. SceneA can additively load
SceneB
multiple times. The regular name is used for each loaded scene. If
SceneA
loads
SceneB
ten times each
SceneB
will have the same name. Finding a particular added scene is not possible.
If a single mode scene is loaded, Unity calls Resources.UnloadUnusedAssets automatically.
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 SceneManager.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 Settingsusing 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 Settingsusing 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); }}

LoadScene(int, LoadSceneParameters)

Loads the Scene by its name or index in Build Settings.
public static Scene LoadScene(int sceneBuildIndex, LoadSceneParameters parameters)

Parameters

sceneBuildIndex

Index of the Scene in the Build Settings to load.

Various parameters used to load the Scene.

Returns

Type

Description

SceneA handle to the Scene being loaded.

Remarks

An example using two scenes called
Scene1
and
Scene2
. ExampleScript1.cs is for
scene1
and ExampleScript2.cs is for
scene2
.
using UnityEngine;using UnityEngine.SceneManagement;// This is scene1. It loads 3 copies of scene2.// Each copy has the same name.public class ExampleScript1 : MonoBehaviour{ private Scene scene; private void Start() { var parameters = new LoadSceneParameters(LoadSceneMode.Additive); scene = SceneManager.LoadScene("scene2", parameters); Debug.Log("Load 1 of scene2: " + scene.name); scene = SceneManager.LoadScene("scene2", parameters); Debug.Log("Load 2 of scene2: " + scene.name); scene = SceneManager.LoadScene("scene2", parameters); Debug.Log("Load 3 of scene2: " + scene.name); }}
Scene2:
using UnityEngine;// create a randomly placed cubepublic class ExampleScript2 : MonoBehaviour{ private void Start() { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = new Vector3(Random.Range(-5.0f, 5.0f), 0.0f, Random.Range(-5.0f, 5.0f)); }}