Struct SceneSystem
High level API for loading and unloading scenes
Namespace: Unity.Scenes
Assembly: Unity.Scenes.dll
Syntax
[WorldSystemFilter(WorldSystemFilterFlags.Default|WorldSystemFilterFlags.Editor|WorldSystemFilterFlags.Streaming, WorldSystemFilterFlags.Default)]
[UpdateInGroup(typeof(SceneSystemGroup))]
[BurstCompile]
public struct SceneSystem : ISystem, ISystemStartStop
  Methods
| Name | Description | 
|---|---|
| GetSceneEntity(WorldUnmanaged, Hash128) | Find the scene given a guid. This will only return the first matching scene.  | 
      
| GetSceneGUID(ref SystemState, string) | Get the guid for a scene path or name. This is a slow method - it is best to use the guid directly.  | 
      
| GetSceneStreamingState(WorldUnmanaged, Entity) | Check the streaming state of a scene that is being loaded.  | 
      
| GetSectionStreamingState(WorldUnmanaged, Entity) | Check the streaming state of a section that is being loaded.  | 
      
| IsSceneLoaded(WorldUnmanaged, Entity) | Check if a scene or subscene is loaded.  | 
      
| IsSectionLoaded(WorldUnmanaged, Entity) | Check if a section of a subscene is loaded.  | 
      
| LoadPrefabAsync(WorldUnmanaged, EntityPrefabReference, LoadParameters) | Load a prefab by its weak reference id. A PrefabRoot component is added to the returned entity when the load completes.  | 
      
| LoadSceneAsync(WorldUnmanaged, Entity, LoadParameters) | Loads a scene.  | 
      
| LoadSceneAsync(WorldUnmanaged, Hash128, LoadParameters) | Load a scene or prefab by its asset GUID. When loading a prefab a PrefabRoot component is added to the scene entity when the load completes.  | 
      
| LoadSceneAsync(WorldUnmanaged, EntitySceneReference, LoadParameters) | Load a scene by its weak reference id.  | 
      
| OnCreate(ref SystemState) | Callback invoked when the system is created.  | 
      
| OnCreateForCompiler(ref SystemState) | |
| OnDestroy(ref SystemState) | Callback invoked when the system is destroyed.  | 
      
| OnStartRunning(ref SystemState) | Callback invoked when the system starts running.  | 
      
| OnStopRunning(ref SystemState) | Callback invoked when the system stops running.  | 
      
| OnUpdate(ref SystemState) | Callback invoked when the system is updated.  | 
      
| UnloadScene(WorldUnmanaged, Entity, UnloadParameters) | Unload the scene.  | 
      
| UnloadScene(WorldUnmanaged, Hash128, UnloadParameters) | Unload a SubScene by GUID. This will only unload the first matching scene.  | 
      
| UnloadScene(WorldUnmanaged, EntityPrefabReference, UnloadParameters) | Unload a SubScene by its weak reference id. This will only unload the first matching scene.  |