Legacy Documentation: Version 2017.1 (Go to current version)
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.


Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



public static function NewScene(setup: SceneManagement.NewSceneSetup, mode: SceneManagement.NewSceneMode = NewSceneMode.Single): SceneManagement.Scene;
public static SceneManagement.Scene NewScene(SceneManagement.NewSceneSetup setup, SceneManagement.NewSceneMode mode = NewSceneMode.Single);


setup Whether the new Scene should use the default set of GameObjects.
mode Whether to keep existing Scenes open.


Scene A reference to the new Scene.


Create a new Scene.

The setup parameter allows you to select whether or not the default set of GameObjects should be added to the new Scene. See NewSceneSetup for more information about the options.

The mode parameter allows you to select how to open the new Scene, and whether to keep existing Scenes in the Hierarchy. See NewSceneMode for more information about the options.

#pragma strict
import UnityEditor.SceneManagement;
import UnityEngine.SceneManagement;

class ExampleClass { function Example() { var newScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene,NewSceneMode.Additive); } }
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;

public class ExampleClass { public void Example() { var newScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive); } }

Did you find this page useful? Please give it a rating: