Version: 2017.4
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SceneManager.sceneUnloaded

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Description

Add a delegate to this to get notifications when a Scene has unloaded

Rather than being called directly this script code shows use of a delegate. This means the sceneUnloaded value is added into a list of delegates.

In the script example below a method call is shown. Specifically a function called OnSceneUnloaded is added to sceneUnloaded. SceneUnloaded is called when the scene it is associated with is closed. At this point SceneUnloaded should be removed from the sceneUnloaded list.

#pragma strict
public class SceneLoaded1 extends MonoBehaviour {
	public function Start() {
		SceneManager.sceneUnloaded += OnSceneUnloaded;
		Debug.Log("Start: SceneLoaded1");
	}
	private function OnSceneUnloaded(current: Scene) {
		Debug.Log("OnSceneUnloaded: " + current);
	}
	function Update() {
		if (Input.GetKey("space")) {
			Debug.Log("Quitting Scene1");
			ChangeScene();
		}
	}
	function ChangeScene() {
		Debug.Log("Changing to Scene2");
		SceneManager.LoadScene("Scene2");
	}
	function OnDestroy() {
		Debug.Log("OnDestroy");
	}
}
using UnityEngine;
using UnityEngine.SceneManagement;

public class SceneLoaded1 : MonoBehaviour { public void Start() { SceneManager.sceneUnloaded += OnSceneUnloaded; Debug.Log("Start: SceneLoaded1"); }

private void OnSceneUnloaded(Scene current) { Debug.Log("OnSceneUnloaded: " + current); }

void Update() { if (Input.GetKey("space")) { Debug.Log("Quitting Scene1"); ChangeScene(); } }

void ChangeScene() { Debug.Log("Changing to Scene2");

SceneManager.LoadScene("Scene2"); }

void OnDestroy() { Debug.Log("OnDestroy"); } }

SceneLoaded2 simply announces that this is the active scene.

#pragma strict
public class SceneLoaded2 extends MonoBehaviour {
	public function Start() {
		Debug.Log("SceneLoaded2");
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SceneLoaded2 : MonoBehaviour { public void Start() { Debug.Log("SceneLoaded2"); } }