# UnloadScene

> Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.SceneManagement](/engine/6000.7/script-reference/unityengine/scenemanagement.md)
* **Assembly:** UnityEngine.CoreModule

## UnloadScene(Scene)

Destroys all GameObjects associated with the given Scene and removes the Scene from the SceneManager.

> **Warning:**
>
> **Deprecated.** Use SceneManager.UnloadSceneAsync. This function is not safe to use during triggers and under other circumstances. See Scripting reference for more details.

```csharp
public static bool UnloadScene(Scene scene)
```

### Parameters

**** (\[Scene]\(/engine/6000.7/script-reference/unityengine/scenemanagement/scene)): Scene to unload.

### Returns

| Type                                                          | Description                            |
| ------------------------------------------------------------- | -------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Returns true if the Scene is unloaded. |

### Remarks

**Note:** It is not recommended to use this function but instead use [SceneManager.UnloadSceneAsync](/engine/6000.7/script-reference/unityengine/scenemanagement/scenemanager/unloadsceneasync.md).

**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.

> **Warning:**
>
> **Deprecated.** Use SceneManager.UnloadSceneAsync. This function is not safe to use during triggers and under other circumstances. See Scripting reference for more details.

```csharp
public static bool UnloadScene(int sceneBuildIndex)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Index of the Scene in the Build Settings to unload.

### Returns

| Type                                                          | Description                            |
| ------------------------------------------------------------- | -------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Returns true if the Scene is unloaded. |

### Remarks

**Note:** It is not recommended to use this function but instead use [SceneManager.UnloadSceneAsync](/engine/6000.7/script-reference/unityengine/scenemanagement/scenemanager/unloadsceneasync.md).

**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.

> **Warning:**
>
> **Deprecated.** Use SceneManager.UnloadSceneAsync. This function is not safe to use during triggers and under other circumstances. See Scripting reference for more details.

```csharp
public static bool UnloadScene(string sceneName)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): Name or path of the Scene to unload.

### Returns

| Type                                                          | Description                            |
| ------------------------------------------------------------- | -------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Returns true if the Scene is unloaded. |

### Remarks

**Note:** It is not recommended to use this function but instead use [SceneManager.UnloadSceneAsync](/engine/6000.7/script-reference/unityengine/scenemanagement/scenemanager/unloadsceneasync.md).

**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.
