LoadSceneAsync
Loads the Scene asynchronously in the background.
Read time 10 minutesLast updated 12 days ago
Definition
- Type: Method
- Namespace: UnityEngine.SceneManagement
- Assembly: UnityEngine.CoreModule
LoadSceneAsync(LoadableSceneId, LoadSceneParameters)
Loads the Scene asynchronously in the background.
public static AsyncOperation LoadSceneAsync(LoadableSceneId loadableSceneId, LoadSceneParameters parameters = default)
Parameters
The LoadableSceneId identifying which scene to load.
Struct that collects the various parameters into a single place except for the name and index.
Returns
Type | Description |
|---|---|
| AsyncOperation | Use the AsyncOperation to determine if the operation has completed. |
Remarks
You can provide the full Scene path, the path shown in the Build Settings window, or just the Scene name. If you only provide the Scene name, Unity loads 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 Scene path in the Build Settings.
Examples of supported formats:
"Scene1""Scenes/Scene1""Scenes/Others/Scene1""Assets/scenes/others/scene1.unity"Note: Scene name input is not case-sensitive. If you call this method with an invalid sceneName or sceneBuildIndex, Unity throws an exception.
Note: The name of the Scene to load can be case insensitive.
If a single mode scene is loaded, Unity calls Resources.UnloadUnusedAssets automatically.
The LoadableSceneId overload enables loading scenes built as part of a Content Directory. The scene must be available through a registered content directory via ContentLoadManager.RegisterContentDirectory, or it must have been built into the player. This overload works in both the Editor (when content directories are registered) and at runtime.
Examples
using System.Collections;using UnityEngine;using UnityEngine.SceneManagement;public class Example : MonoBehaviour{ void Update() { // Press the space key to start coroutine if (Input.GetKeyDown(KeyCode.Space)) { // Use a coroutine to load the Scene in the background StartCoroutine(LoadYourAsyncScene()); } } IEnumerator LoadYourAsyncScene() { // The Application loads the Scene in the background as the current Scene runs. // This is particularly good for creating loading screens. // You could also load the Scene by using sceneBuildIndex. In this case Scene2 has // a sceneBuildIndex of 1 as shown in Build Settings. AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene2"); // Wait until the asynchronous scene fully loads while (!asyncLoad.isDone) { yield return null; } }}
using System.Threading.Tasks;using Unity.Loading;using UnityEngine;using UnityEngine.SceneManagement;public class LoadSceneAsyncExample{ // Example combining LoadSceneAsync and GetSceneByLoadableSceneId async Task Example(LoadableSceneId levelSceneId) { AsyncOperation loadOp = SceneManager.LoadSceneAsync(levelSceneId, new LoadSceneParameters(LoadSceneMode.Single)); while (!loadOp.isDone) await Awaitable.NextFrameAsync(); Scene loaded = SceneManager.GetSceneByLoadableSceneId(levelSceneId); Debug.Log($"Scene loaded: {loaded.IsValid()} path={loaded.path}"); }}
LoadSceneAsync(int, LoadSceneMode)
Loads the Scene asynchronously in the background.
public static AsyncOperation LoadSceneAsync(int sceneBuildIndex, LoadSceneMode mode)
Parameters
Index of the Scene in the Build Settings to load.
If LoadSceneMode.Single then all current Scenes will be unloaded before loading.
Returns
Type | Description |
|---|---|
| AsyncOperation | Use the AsyncOperation to determine if the operation has completed. |
Remarks
You can provide the full Scene path, the path shown in the Build Settings window, or just the Scene name. If you only provide the Scene name, Unity loads 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 Scene path in the Build Settings.
Examples of supported formats:
"Scene1""Scenes/Scene1""Scenes/Others/Scene1""Assets/scenes/others/scene1.unity"Note: Scene name input is not case-sensitive. If you call this method with an invalid sceneName or sceneBuildIndex, Unity throws an exception.
Note: The name of the Scene to load can be case insensitive.
If a single mode scene is loaded, Unity calls Resources.UnloadUnusedAssets automatically.
The LoadableSceneId overload enables loading scenes built as part of a Content Directory. The scene must be available through a registered content directory via ContentLoadManager.RegisterContentDirectory, or it must have been built into the player. This overload works in both the Editor (when content directories are registered) and at runtime.
Examples
using System.Collections;using UnityEngine;using UnityEngine.SceneManagement;public class Example : MonoBehaviour{ void Update() { // Press the space key to start coroutine if (Input.GetKeyDown(KeyCode.Space)) { // Use a coroutine to load the Scene in the background StartCoroutine(LoadYourAsyncScene()); } } IEnumerator LoadYourAsyncScene() { // The Application loads the Scene in the background as the current Scene runs. // This is particularly good for creating loading screens. // You could also load the Scene by using sceneBuildIndex. In this case Scene2 has // a sceneBuildIndex of 1 as shown in Build Settings. AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene2"); // Wait until the asynchronous scene fully loads while (!asyncLoad.isDone) { yield return null; } }}
using System.Threading.Tasks;using Unity.Loading;using UnityEngine;using UnityEngine.SceneManagement;public class LoadSceneAsyncExample{ // Example combining LoadSceneAsync and GetSceneByLoadableSceneId async Task Example(LoadableSceneId levelSceneId) { AsyncOperation loadOp = SceneManager.LoadSceneAsync(levelSceneId, new LoadSceneParameters(LoadSceneMode.Single)); while (!loadOp.isDone) await Awaitable.NextFrameAsync(); Scene loaded = SceneManager.GetSceneByLoadableSceneId(levelSceneId); Debug.Log($"Scene loaded: {loaded.IsValid()} path={loaded.path}"); }}
LoadSceneAsync(int, LoadSceneParameters)
Loads the Scene asynchronously in the background.
public static AsyncOperation LoadSceneAsync(int sceneBuildIndex, LoadSceneParameters parameters)
Parameters
Index of the Scene in the Build Settings to load.
Struct that collects the various parameters into a single place except for the name and index.
Returns
Type | Description |
|---|---|
| AsyncOperation | Use the AsyncOperation to determine if the operation has completed. |
Remarks
You can provide the full Scene path, the path shown in the Build Settings window, or just the Scene name. If you only provide the Scene name, Unity loads 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 Scene path in the Build Settings.
Examples of supported formats:
"Scene1""Scenes/Scene1""Scenes/Others/Scene1""Assets/scenes/others/scene1.unity"Note: Scene name input is not case-sensitive. If you call this method with an invalid sceneName or sceneBuildIndex, Unity throws an exception.
Note: The name of the Scene to load can be case insensitive.
If a single mode scene is loaded, Unity calls Resources.UnloadUnusedAssets automatically.
The LoadableSceneId overload enables loading scenes built as part of a Content Directory. The scene must be available through a registered content directory via ContentLoadManager.RegisterContentDirectory, or it must have been built into the player. This overload works in both the Editor (when content directories are registered) and at runtime.
Examples
using System.Collections;using UnityEngine;using UnityEngine.SceneManagement;public class Example : MonoBehaviour{ void Update() { // Press the space key to start coroutine if (Input.GetKeyDown(KeyCode.Space)) { // Use a coroutine to load the Scene in the background StartCoroutine(LoadYourAsyncScene()); } } IEnumerator LoadYourAsyncScene() { // The Application loads the Scene in the background as the current Scene runs. // This is particularly good for creating loading screens. // You could also load the Scene by using sceneBuildIndex. In this case Scene2 has // a sceneBuildIndex of 1 as shown in Build Settings. AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene2"); // Wait until the asynchronous scene fully loads while (!asyncLoad.isDone) { yield return null; } }}
using System.Threading.Tasks;using Unity.Loading;using UnityEngine;using UnityEngine.SceneManagement;public class LoadSceneAsyncExample{ // Example combining LoadSceneAsync and GetSceneByLoadableSceneId async Task Example(LoadableSceneId levelSceneId) { AsyncOperation loadOp = SceneManager.LoadSceneAsync(levelSceneId, new LoadSceneParameters(LoadSceneMode.Single)); while (!loadOp.isDone) await Awaitable.NextFrameAsync(); Scene loaded = SceneManager.GetSceneByLoadableSceneId(levelSceneId); Debug.Log($"Scene loaded: {loaded.IsValid()} path={loaded.path}"); }}
LoadSceneAsync(string, LoadSceneMode)
Loads the Scene asynchronously in the background.
public static AsyncOperation LoadSceneAsync(string sceneName, LoadSceneMode mode)
Parameters
Name or path of the Scene to load.
If LoadSceneMode.Single then all current Scenes will be unloaded before loading.
Returns
Type | Description |
|---|---|
| AsyncOperation | Use the AsyncOperation to determine if the operation has completed. |
Remarks
You can provide the full Scene path, the path shown in the Build Settings window, or just the Scene name. If you only provide the Scene name, Unity loads 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 Scene path in the Build Settings.
Examples of supported formats:
"Scene1""Scenes/Scene1""Scenes/Others/Scene1""Assets/scenes/others/scene1.unity"Note: Scene name input is not case-sensitive. If you call this method with an invalid sceneName or sceneBuildIndex, Unity throws an exception.
Note: The name of the Scene to load can be case insensitive.
If a single mode scene is loaded, Unity calls Resources.UnloadUnusedAssets automatically.
The LoadableSceneId overload enables loading scenes built as part of a Content Directory. The scene must be available through a registered content directory via ContentLoadManager.RegisterContentDirectory, or it must have been built into the player. This overload works in both the Editor (when content directories are registered) and at runtime.
Examples
using System.Collections;using UnityEngine;using UnityEngine.SceneManagement;public class Example : MonoBehaviour{ void Update() { // Press the space key to start coroutine if (Input.GetKeyDown(KeyCode.Space)) { // Use a coroutine to load the Scene in the background StartCoroutine(LoadYourAsyncScene()); } } IEnumerator LoadYourAsyncScene() { // The Application loads the Scene in the background as the current Scene runs. // This is particularly good for creating loading screens. // You could also load the Scene by using sceneBuildIndex. In this case Scene2 has // a sceneBuildIndex of 1 as shown in Build Settings. AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene2"); // Wait until the asynchronous scene fully loads while (!asyncLoad.isDone) { yield return null; } }}
using System.Threading.Tasks;using Unity.Loading;using UnityEngine;using UnityEngine.SceneManagement;public class LoadSceneAsyncExample{ // Example combining LoadSceneAsync and GetSceneByLoadableSceneId async Task Example(LoadableSceneId levelSceneId) { AsyncOperation loadOp = SceneManager.LoadSceneAsync(levelSceneId, new LoadSceneParameters(LoadSceneMode.Single)); while (!loadOp.isDone) await Awaitable.NextFrameAsync(); Scene loaded = SceneManager.GetSceneByLoadableSceneId(levelSceneId); Debug.Log($"Scene loaded: {loaded.IsValid()} path={loaded.path}"); }}
LoadSceneAsync(string, LoadSceneParameters)
Loads the Scene asynchronously in the background.
public static AsyncOperation LoadSceneAsync(string sceneName, LoadSceneParameters parameters)
Parameters
Name or path of the Scene to load.
Struct that collects the various parameters into a single place except for the name and index.
Returns
Type | Description |
|---|---|
| AsyncOperation | Use the AsyncOperation to determine if the operation has completed. |
Remarks
You can provide the full Scene path, the path shown in the Build Settings window, or just the Scene name. If you only provide the Scene name, Unity loads 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 Scene path in the Build Settings.
Examples of supported formats:
"Scene1""Scenes/Scene1""Scenes/Others/Scene1""Assets/scenes/others/scene1.unity"Note: Scene name input is not case-sensitive. If you call this method with an invalid sceneName or sceneBuildIndex, Unity throws an exception.
Note: The name of the Scene to load can be case insensitive.
If a single mode scene is loaded, Unity calls Resources.UnloadUnusedAssets automatically.
The LoadableSceneId overload enables loading scenes built as part of a Content Directory. The scene must be available through a registered content directory via ContentLoadManager.RegisterContentDirectory, or it must have been built into the player. This overload works in both the Editor (when content directories are registered) and at runtime.
Examples
using System.Collections;using UnityEngine;using UnityEngine.SceneManagement;public class Example : MonoBehaviour{ void Update() { // Press the space key to start coroutine if (Input.GetKeyDown(KeyCode.Space)) { // Use a coroutine to load the Scene in the background StartCoroutine(LoadYourAsyncScene()); } } IEnumerator LoadYourAsyncScene() { // The Application loads the Scene in the background as the current Scene runs. // This is particularly good for creating loading screens. // You could also load the Scene by using sceneBuildIndex. In this case Scene2 has // a sceneBuildIndex of 1 as shown in Build Settings. AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene2"); // Wait until the asynchronous scene fully loads while (!asyncLoad.isDone) { yield return null; } }}
using System.Threading.Tasks;using Unity.Loading;using UnityEngine;using UnityEngine.SceneManagement;public class LoadSceneAsyncExample{ // Example combining LoadSceneAsync and GetSceneByLoadableSceneId async Task Example(LoadableSceneId levelSceneId) { AsyncOperation loadOp = SceneManager.LoadSceneAsync(levelSceneId, new LoadSceneParameters(LoadSceneMode.Single)); while (!loadOp.isDone) await Awaitable.NextFrameAsync(); Scene loaded = SceneManager.GetSceneByLoadableSceneId(levelSceneId); Debug.Log($"Scene loaded: {loaded.IsValid()} path={loaded.path}"); }}