Version: 2017.1
public static void LoadScene (int sceneBuildIndex, SceneManagement.LoadSceneMode mode= LoadSceneMode.Single);
public static void LoadScene (string sceneName, SceneManagement.LoadSceneMode mode= LoadSceneMode.Single);

Parámetros

sceneName Nombre o ruta de la escena a cargar.
sceneBuildIndex Indice de la escena en los Build Settings a cargar.
mode Allows you to specify whether or not to load the scene additively. See LoadSceneMode for more information about the options.

Descripción

Carga la escena por us nombre o indice en los Build Settings.

Note: In most cases, to avoid pauses or performance hiccups while loading, you should use the asynchronous version of this command which is: LoadSceneAsync.

When using this SceneManager.LoadScene, the loading does not happen immediately, it completes in the next frame. This semi-asynchronous behavior can cause frame stuttering and can be confusing because load does not complete immediately.

The given sceneName can either be the scene name only, without the .unity extension, or the path as shown in the BuildSettings window still without the .unity extension. 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 path. Note that sceneName is case insensitive.

Para abrir escenas en el editor mire EditorSceneManager.OpenScene.

using UnityEngine;
using UnityEngine.SceneManagement;

public class ExampleClass : MonoBehaviour { void Start() { // Only specifying the sceneName or sceneBuildIndex will load the scene with the Single mode SceneManager.LoadScene("OtherSceneName", LoadSceneMode.Additive); } }
// Load an assetbundle which contains scenes.
// When the user clicks a button the first scene in the assetbundle is
// loaded and replaces the current scene.

using UnityEngine; using UnityEngine.SceneManagement;

public class LoadScene : MonoBehaviour { private AssetBundle myLoadedAssetBundle; private string[] scenePaths;

// Use this for initialization void Start() { myLoadedAssetBundle = AssetBundle.LoadFromFile("Assets/AssetBundles/scenes"); scenePaths = myLoadedAssetBundle.GetAllScenePaths(); }

void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Change scene")) { Debug.Log("scene2 loading: " + scenePaths[0]); SceneManager.LoadScene(scenePaths[0], LoadSceneMode.Single); } } }
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