sceneName | Name or path of the scene to load. |
sceneBuildIndex | Index of the scene in the Build Settings to load. |
mode | Allows you to specify whether or not to load the scene additively. See LoadSceneMode for more information about the options. |
Loads the scene by its name or index in Build Settings.
注意:在大多数情况下,为了避免在加载时出现暂停或性能中断现象,
您应该使用此命令的异步版,即:
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.
For opening scenes in the Editor see 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);
}
}
}