Version: 2023.1

SceneManager.LoadSceneAsync

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

参数

sceneName 要加载的场景的名称或路径。
sceneBuildIndex Build Settings 中要加载场景的索引。
mode 如果为 LoadSceneMode.Single,则系统将在加载场景之前卸载所有当前场景。
parameters 用于将各种参数(除了名称和索引)收集到单个位置的结构。

返回

AsyncOperation 使用 AsyncOperation 确定操作是否已完成。

描述

在后台异步加载场景。

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.

**注意:**要加载场景的名称不区分大小写。

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; } } }
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