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. |
AsyncOperation Use the AsyncOperation to determine if the operation has completed.
Loads the Scene asynchronously in the background.
You can provide the full Scene path, the path shown in the Build Settings window, or just the Scene name. If you only provide the Scene name, Unity loads the first Scene in the list that matches. If you have multiple Scenes with the same name but different paths, you should use the full Scene path in the Build Settings.
Examples of supported formats:
"Scene1"
"Scenes/Scene1"
"Scenes/Others/Scene1"
"Assets/scenes/others/scene1.unity"
Note: Scene name input is not case-sensitive.
If you call this method with an invalid sceneName or sceneBuildIndex, Unity throws an exception.
Note: The name of the Scene to load can be case insensitive.
If a single mode scene is loaded, Unity calls Resources.UnloadUnusedAssets automatically.
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; } } }