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


sceneName Name or path of the scene to load.
sceneBuildIndex Index of the scene in the Build Settings to load.
mode If LoadSceneMode.Single then all current scenes will be unloaded before loading.


AsyncOperation Use the AsyncOperation to determine if the operation has completed.


Loads the scene asynchronously in the background.

The given scene name can either be the full scene path, the path shown in the Build Settings window or just the scene name. 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 scene path. Examples of supported formats: "Assets/Scenes/Scene1.unity" "Scenes/Scene1" "Scene1"

Note that this is case insensitive.

no example available in JavaScript
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;

public class Example : MonoBehaviour { void Update() { //Press the space key to start coroutine if (Input.GetKey(KeyCode.Space)) { //Use a coroutine to load the Scene in the background StartCoroutine(LoadYourAsyncScene()); } }

IEnumerator LoadYourAsyncScene() { // The Application loads the Scene in the background at the same time as the current Scene. //This is particularly good for creating loading screens. You could also load the scene by build //number. AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene2");

//Wait until the last operation fully loads to return anything while (!asyncLoad.isDone) { yield return null; } } }

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