Unity engine scene management10/3/2023 Public void ReloadLevel() – This is where we declare the function we made to hold the code that restarts the scene. This line of code only calls this function and runs the code inside of it. The name of the function is not important. ReloadLevel() – After you check if the R key was pressed, you run the function that will restart the scene. Then Use the Ke圜ode enumeration with the name of the key you want to have pressed. You need to access the Input class, then the function GetKeyDown() to see if the key was pressed. We use an if statement to check if the R key is pressed. If (Input.GetKeyDown(Ke圜ode.R)) – In this first example, we are restarting, or reloading, the scene when the user taps the ‘R’ key on the keyboard. Using UnityEngine.SceneManagement – You need this namespace to get to the classes and functions used for loading scenes. SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex) Here’s the code you will need to restart a scene in Unity: using UnityEngine Check how to do that in this article: Load A Scene on Button Click in Unity Remember to add any level, or scene, in your app to the build index. If your character dies in a game’s level, and you want the player to have another chance at the level, you can reload the scene the player is currently in. How Do You Restart a Scene in Unity?įirst thing’s first. You can then load a certain level, whether it’s in a certain order or not. Some examples of this would be pressing a button, colliding with or entering an object, or getting achieving a specific score in a level. In order to switch scenes, you will need some sort of trigger to run the LoadScene() function. Then in your class, use SceneManager.LoadScene() to load the scene you added to the build index. To change scenes in Unity, use the UnityEngine.SceneManagement namespace in your script file. using UnityEngine.Unity projects generally will have multiple scenes, and at some point in your app, you will have to change in between those scenes. The functions will not work unless you add the Scene Manager namespace at the beginning of your C# script file. I ran into a few issues that were mistakes on my end that I wanted to point out for others. With the following code: SceneManager.GetActiveScene().name Find and replace Application.loadedLevelName Search and Replace Application.loadedLevelNameįinally we need to find and replace all the remaining Application.loadedLevelName functions with the new Scene Manager function. With the following code: SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex) Find and replace SceneManager.LoadScene(Application.loadedLevel) Search and Replace SceneManager.LoadScene(Application.loadedLevel) īecause we have already done a search and replace on SceneManager.LoadScene, we can use that to find and replace any instances of where we used to use Application.LoadLevel(Application.loadedLevel) with the new Scene Manager way of calling that function. You should end up with something like the following code after upgrading to use with Scene Manager: SceneManager.LoadScene("Level1") With the following code: SceneManager.LoadScene Next we want to search and replace all instances of Application.LoadLevel Add the following line of code to any C# scripts that you will be modifying to use Scene Manager. Let’s Clean Up Those Notices! Add the Scene Manager Namespaceįirst we need to make sure any script files we are modifying to use the new Screen Manager functions have the proper using Directive namespace added. I figured I would need the information again probably, so I figured it would be helpful for other Unity developers getting these warnings since updating to Unity 5.3 also. I had quite a time trying to find the right code to use to fix these issues, as the documentation is pretty lacking so far. It will just give you some annoying warnings with notices like the following: Assets/Scripts/someScript.cs(10,12): warning CS0618: '(string)' is obsolete: 'Use SceneManager.LoadScene'Īssets/Scripts/someScript.cs(20,22): warning CS0618: '' is obsolete: 'Use SceneManager to determine what scenes have been loaded' The good thing is that everything that you currently have in your game is still going to work until you can get around to updating the deprecated code. This guide will help upgrade C# code we found that was deprecated during this update related to scene loading and getting information such as the current loaded scene. Many, if not all of the old Application.LoadLevel function has been deprecated in Unity 5.3 for the new Scene Manager code. The Unity Scene Manager was introduced in Unity 5.3 and changes the way that scenes are loaded in the game.
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