Version: 2018.4
  • C#


Suggest a change


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.


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.




value Use a subscription of either a UnityAction<Scene, Scene> or a method that takes two Scene types arguments.


Subscribe to this event to get notified when the active Scene has changed.

This script added to activeSceneChanged takes two hidden arguments. These are the replaced Scene and the next Scene. The arguments are not visible.

In the Editor this event is sent only in Play mode (not in Edit mode). If the event is needed for Edit mode then use EditorSceneManager.activeSceneChanged.

// SceneManager.activeSceneChanged
// This example configures Scene1 to wait for 1.5 seconds before switching to Scene2.
// Scene1 is the replaced Scene; Scene2 is the new loaded Scene.

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

public class ScriptExample1 : MonoBehaviour { public delegate void Change(); public static event Change TimeChanged;

public void Start() { SceneManager.activeSceneChanged += ChangedActiveScene;

// wait 1.5 seconds before change to Scene2 StartCoroutine(TimeChangedScene()); }

IEnumerator TimeChangedScene() { print(Time.time + " seconds"); yield return new WaitForSeconds(1.5f); print(Time.time + " seconds");

// call the event TimeChanged(); }

private void ChangedActiveScene(Scene current, Scene next) { string currentName =;

if (currentName == null) { // Scene1 has been removed currentName = "Replaced"; }

Debug.Log("Scenes: " + currentName + ", " +; }

void OnEnable() { Debug.Log("OnEnable"); ScriptExample1.TimeChanged += ChangeScene; }

void ChangeScene() { Debug.Log("Changing to Scene2"); SceneManager.LoadScene("Scene2");

Scene scene = SceneManager.GetSceneByName("Scene2"); SceneManager.SetActiveScene(scene); }

void OnDisable() { ScriptExample1.TimeChanged -= ChangeScene; Debug.Log("OnDisable happened for Scene1"); } }

ScriptExample2 simply announces that this is the active Scene.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ScriptExample2 : MonoBehaviour { void Start() { Debug.Log("Script2 starting"); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。