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public int buildIndex;


Return the index of the Scene in the Build Settings.

Scene.buildIndex varies from zero to the number of scenes in the Build Settings minus one. For example five scenes in the Build Settings will have an index from zero to four. If an additional Scene called scene15 is added to the list of five scenes in the Build Settings it will be given an buildIndex of 5. A scene not added to the Scenes in Build window will return a buildIndex one more than the highest in the list. A not-added scene called FinalRobots returns 6 as the Scene.buildIndex.

Returns -1 if the Scene was loaded through an AssetBundle.

using UnityEngine;
using UnityEngine.SceneManagement;

// Show the buildIndex for the current script. // // The Build Settings window show 5 added scenes. These have buildIndex values from // 0 to 4. Each scene has a version of this script applied. // // In the project create 5 scenes called scene1, scene2, scene3, scene4 and scene5. // In each scene add an empty GameObject and attach this script to it. // // Each scene randomly switches to a different scene when the button is clicked.

public class ExampleScript : MonoBehaviour { void Start() { Scene scene = SceneManager.GetActiveScene(); Debug.Log("Active Scene name is: " + scene.name + "\nActive Scene index: " + scene.buildIndex); }

void OnGUI() { GUI.skin.button.fontSize = 20;

if (GUI.Button(new Rect(10, 80, 180, 60), "Change from scene " + scene.buildIndex)) { int nextSceneIndex = Random.Range(0, 4); SceneManager.LoadScene(nextSceneIndex, LoadSceneMode.Single); } } }

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