UnloadScene
Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.
Read time 3 minutesLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEngine.SceneManagement
- Assembly: UnityEngine.CoreModule
UnloadScene(Scene)
Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.
public static bool UnloadScene(Scene scene)
Parameters
Scene to unload.
Returns
Type | Description |
|---|---|
| bool | Returns true if the Scene is unloaded. |
Remarks
Note: It is not recommended to use this function but instead use SceneManager.UnloadSceneAsync.
Warning: This cannot be called during various physics and visibility callbacks like OnTriggerEnter or OnBecameVisible. This limitation is the reason this function is not recommended to use.
The given Scene name can either be the full Scene path, the path shown in the Build Settings window or just the Scene name. 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 Scene path. Examples of supported formats:
"Scene1""Scene2""Scenes/Scene3""Scenes/Others/Scene3""Assets/scenes/others/scene3.unity"Note: sceneName is case insensitive.
Note: Assets are currently not unloaded, in order to free up asset memory call UnloadAllUnusedAssets.
UnloadScene(int)
Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.
public static bool UnloadScene(int sceneBuildIndex)
Parameters
Index of the Scene in the Build Settings to unload.
Returns
Type | Description |
|---|---|
| bool | Returns true if the Scene is unloaded. |
Remarks
Note: It is not recommended to use this function but instead use SceneManager.UnloadSceneAsync.
Warning: This cannot be called during various physics and visibility callbacks like OnTriggerEnter or OnBecameVisible. This limitation is the reason this function is not recommended to use.
The given Scene name can either be the full Scene path, the path shown in the Build Settings window or just the Scene name. 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 Scene path. Examples of supported formats:
"Scene1""Scene2""Scenes/Scene3""Scenes/Others/Scene3""Assets/scenes/others/scene3.unity"Note: sceneName is case insensitive.
Note: Assets are currently not unloaded, in order to free up asset memory call UnloadAllUnusedAssets.
UnloadScene(string)
Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.
public static bool UnloadScene(string sceneName)
Parameters
Name or path of the Scene to unload.
Returns
Type | Description |
|---|---|
| bool | Returns true if the Scene is unloaded. |
Remarks
Note: It is not recommended to use this function but instead use SceneManager.UnloadSceneAsync.
Warning: This cannot be called during various physics and visibility callbacks like OnTriggerEnter or OnBecameVisible. This limitation is the reason this function is not recommended to use.
The given Scene name can either be the full Scene path, the path shown in the Build Settings window or just the Scene name. 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 Scene path. Examples of supported formats:
"Scene1""Scene2""Scenes/Scene3""Scenes/Others/Scene3""Assets/scenes/others/scene3.unity"Note: sceneName is case insensitive.
Note: Assets are currently not unloaded, in order to free up asset memory call UnloadAllUnusedAssets.