Version: 2018.4
LanguageEnglish
  • C#

SceneManager.LoadSceneAsync

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Declaration

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

Declaration

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

Declaration

public static AsyncOperation LoadSceneAsync(string sceneName, SceneManagement.LoadSceneParameters parameters);

Declaration

public static AsyncOperation LoadSceneAsync(int sceneBuildIndex, SceneManagement.LoadSceneParameters parameters);

Parameters

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.
parameters Struct that collects the various parameters into a single place except for the name and index.

Returns

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

Description

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 in the Build Settings.

Examples of supported formats:
"Scene1"
"Scene2"
"Scenes/Scene3"
"Scenes/Others/Scene3"
"Assets/scenes/others/scene3.unity"

Note: The name of the Scene to load can be case insensitive.

using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;

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

IEnumerator LoadYourAsyncScene() { // The Application loads the Scene in the background as the current Scene runs. // This is particularly good for creating loading screens. // You could also load the Scene by using sceneBuildIndex. In this case Scene2 has // a sceneBuildIndex of 1 as shown in Build Settings.

AsyncOperation asyncLoad = SceneManager.LoadSceneAsync("Scene2");

// Wait until the asynchronous scene fully loads while (!asyncLoad.isDone) { yield return null; } } }