Version: 2018.1 (switch to 2018.2b or 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

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

SceneManager.LoadScene

Suggest a change

Success!

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.

Close

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.

Close

Cancel

public static method LoadScene(sceneBuildIndex: int, mode: SceneManagement.LoadSceneMode = LoadSceneMode.Single): void;
public static void LoadScene(int sceneBuildIndex, SceneManagement.LoadSceneMode mode = LoadSceneMode.Single);
public static method LoadScene(sceneName: string, mode: SceneManagement.LoadSceneMode = LoadSceneMode.Single): void;
public static void LoadScene(string sceneName, SceneManagement.LoadSceneMode mode = LoadSceneMode.Single);

Parameters

sceneName Name or path of the Scene to load.
sceneBuildIndex Index of the Scene in the Build Settings to load.
mode Allows you to specify whether or not to load the Scene additively. See LoadSceneMode for more information about the options.

Description

Loads the Scene by its name or index in Build Settings.

Note: In most cases, to avoid pauses or performance hiccups while loading, you should use the asynchronous version of this command which is: LoadSceneAsync.

When using SceneManager.LoadScene, the loading does not happen immediately, it completes in the next frame. This semi-asynchronous behavior can cause frame stuttering and can be confusing because load does not complete immediately.

Note: Since loading is set to complete in the next rendered frame, calling SceneManager.LoadScene forces all previous AsynOperations to complete, even if AsyncOperation.allowSceneActivation is set to false. This can be avoided by using LoadSceneAsync instead.

The given sceneName can either be the Scene name only, without the .unity extension, or the path as shown in the BuildSettings window still without the .unity extension. 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 path.

Note that sceneName is case insensitive, except when you load the scene from an AssetBundle.

For opening Scenes in the Editor see EditorSceneManager.OpenScene.

#pragma strict
function Start() {
	// Only specifying the sceneName or sceneBuildIndex will load the Scene with the Single mode
	SceneManager.LoadScene("OtherSceneName", LoadSceneMode.Additive);
}
using UnityEngine;
using UnityEngine.SceneManagement;

public class ExampleClass : MonoBehaviour { void Start() { // Only specifying the sceneName or sceneBuildIndex will load the Scene with the Single mode SceneManager.LoadScene("OtherSceneName", LoadSceneMode.Additive); } }
#pragma strict
// Load an assetbundle which contains Scenes.
// When the user clicks a button the first Scene in the assetbundle is
// loaded and replaces the current Scene.
public class LoadScene extends MonoBehaviour {
	private var myLoadedAssetBundle: AssetBundle;
	private var scenePaths: String[];
	// Use this for initialization
	function Start() {
		myLoadedAssetBundle = AssetBundle.LoadFromFile("Assets/AssetBundles/scenes");
		scenePaths = myLoadedAssetBundle.GetAllScenePaths();
	}
	function OnGUI() {
		if (GUI.Button(new Rect(10, 10, 100, 30), "Change Scene")) {
			Debug.Log("Scene2 loading: " + scenePaths[0]);
			SceneManager.LoadScene(scenePaths[0], LoadSceneMode.Single);
		}
	}
}
// Load an assetbundle which contains Scenes.
// When the user clicks a button the first Scene in the assetbundle is
// loaded and replaces the current Scene.

using UnityEngine; using UnityEngine.SceneManagement;

public class LoadScene : MonoBehaviour { private AssetBundle myLoadedAssetBundle; private string[] scenePaths;

// Use this for initialization void Start() { myLoadedAssetBundle = AssetBundle.LoadFromFile("Assets/AssetBundles/scenes"); scenePaths = myLoadedAssetBundle.GetAllScenePaths(); }

void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Change Scene")) { Debug.Log("Scene2 loading: " + scenePaths[0]); SceneManager.LoadScene(scenePaths[0], LoadSceneMode.Single); } } }

The following two script examples show how LoadScene can load scenes from Build Settings. LoadSceneA uses the name of the scene to load. LoadSceneB uses the number of the scene to load. The scripts work together.

LoadSceneA file.

#pragma strict
// SceneA.
// SceneA is given the sceneName which will
// load SceneB from the Build Settings
public class LoadScenesA extends MonoBehaviour {
	function Start() {
		Debug.Log("LoadSceneA");
	}
	public function LoadA(scenename: String) {
		Debug.Log("sceneName to load: " + scenename);
		SceneManager.LoadScene(scenename);
	}
}
// SceneA.
// SceneA is given the sceneName which will
// load SceneB from the Build Settings

using UnityEngine; using UnityEngine.SceneManagement;

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

public void LoadA(string scenename) { Debug.Log("sceneName to load: " + scenename); SceneManager.LoadScene(scenename); } }

LoadSceneB file.

#pragma strict
// SceneB.
// SceneB is given the sceneBuildIndex of 0 which will
// load SceneA from the Build Settings
public class LoadScenesB extends MonoBehaviour {
	function Start() {
		Debug.Log("LoadSceneB");
	}
	public function LoadB(sceneANumber: int) {
		Debug.Log("sceneBuildIndex to load: " + sceneANumber);
		SceneManager.LoadScene(sceneANumber);
	}
}
// SceneB.
// SceneB is given the sceneBuildIndex of 0 which will
// load SceneA from the Build Settings

using UnityEngine; using UnityEngine.SceneManagement;

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

public void LoadB(int sceneANumber) { Debug.Log("sceneBuildIndex to load: " + sceneANumber); SceneManager.LoadScene(sceneANumber); } }

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