Enhance your scene loading experience
This is a Unity package to simplify scene operations: load, unload and transition. In a quick example:
// Unity Manager scene transition
yield return SceneManager.LoadSceneAsync("my-loading-scene", LoadSceneMode.Additive);
yield return SceneManager.LoadSceneAsync("my-target-scene", LoadSceneMode.Additive);
SceneManager.SetActiveScene(SceneManager.GetSceneByName("my-target-scene"));
SceneManager.UnloadSceneAsync("my-loading-scene");
SceneManager.UnloadSceneAsync("my-previous-scene");
// Advanced Scene Management scene transition
sceneLoader.TransitionToScene(new LoadSceneInfoName("my-target-scene"), new LoadSceneInfoName("my-loading-scene"));
You can also take advantage of these features:
- Unified API for addressable and non-addressable scenes.
- Awaitable scene operations.
- Modular implementation with interfaces.
- Load, unload or transition to multiple scenes.
Refer to the Migration Guide at the wiki for instructions.
- Installation
- Dependencies
- Description
- Usage
- Practical examples
- Creating Loading Screens
- Why so many interfaces?
- Tests
- Troubleshooting
This package is available on the OpenUPM registry. Add the package via the openupm-cli:
openupm add com.mygamedevtools.scene-loader
Installing from Git
Note
Requires Git installed and added to the PATH
- Open
Window/Package Manager
. - Click +.
- Select
Install package from git URL...
. - Paste
https://github.com/mygamedevtools/scene-loader.git#upm
into url. - Click
Add
.
Installing from tarball
- Choose the release you want to install and download the
com.mygamedevtools.scene-loader-<release>.tgz
asset. - Open
Window/Package Manager
. - Click +.
- Select
Install package from tarball...
. - Select the
com.mygamedevtools.scene-loader-<release>.tgz
file you downloaded.
The package has no dependencies but supports integration with some packages.
If you wish to use it with Addressables
, UniTask
, or TextMeshPro
, make sure you install the packages:
com.unity.addressables
>= 1.19.0com.unity.textmeshpro
>= 2.2.0com.cysharp.unitask
* >= 2.0.0
*Installed via UPM or OpenUPM. Check the package documentation for more details.
Loading scenes in Unity is very simple, mostly, but when you start to deal with other systems such as Unity Addressables, it can get messy. Also, there are some common scene load scenarios that you'd usually reimplement in every project, like scene transitions.
In this package, you'll have the possibility to standardize the scene loading process between the standard Unity Scene Manager and Addressables, while still being able to choose how to await (if you want) the operations, be it Coroutines, standard Async (through ValueTasks) or UniTask.
Aside from the ordinary Load and Unload actions, the Scene Loading tools introduce the Transition as a new standard to control transitions between scenes with an optional intermediate "loading scene" in between. Also, starting from version 2.2
you can Load, Unload, and Transition to multiple scenes in parallel!
Loading scenes with this package implies that the scenes will always be loaded as Additive. That is simply because there is no advantage in loading scenes in the Single load scene mode when you expect to work with multiple scenes.
To standardize how the scenes are loaded, you'll be using ISceneLoader
, ISceneManager
, and ILoadSceneInfo
objects.
flowchart BT
sm([Scene Manager])
sl([Scene Loader])
lsi([Load Scene Info])
lsi -->|Load| sl
lsi -->|Unload| sl
lsi -->|Transition| sl
sl -->|Load| sm
sl -->|Unload| sm
These structures are meant to be used together. If you do not plan to use scene transitions or to have custom awaitable types, you don't need to use the ISceneLoader
.
The ISceneManager
interface exposes a few methods and events to standardize the scene load operations:
public interface ISceneManager : IDisposable
{
event Action<Scene, Scene> ActiveSceneChanged;
event Action<Scene> SceneUnloaded;
event Action<Scene> SceneLoaded;
int LoadedSceneCount { get; }
int TotalSceneCount { get; }
void SetActiveScene(Scene scene);
ValueTask<Scene[]> LoadScenesAsync(ILoadSceneInfo[] sceneInfos, int setIndexActive = -1, IProgress<float> progress = null, CancellationToken token = default);
ValueTask<Scene> LoadSceneAsync(ILoadSceneInfo sceneInfo, bool setActive = false, IProgress<float> progress = null, CancellationToken token = default);
ValueTask<Scene[]> UnloadSceneAsync(ILoadSceneInfo[] sceneInfos, CancellationToken token = default);
ValueTask<Scene> UnloadSceneAsync(ILoadSceneInfo sceneInfo, CancellationToken token = default);
Scene GetActiveScene();
Scene GetLoadedSceneAt(int index);
Scene GetLastLoadedScene();
Scene GetLoadedSceneByName(string name);
}
You can find many similarities between Unity's SceneManager class, and that's both for maintaining an easy learning curve as well as because some of these operations will end up calling the Unity Scene Manager internally (like SetActiveScene
for instance).
The ILoadSceneInfo
interface is also showing up there, but we will get to that in a moment.
The package includes the AdvancedSceneManager
that is capable of handling both addressable and non-addressable scene operations. You can use its implementation as a reference to build your own Scene Manager if you need.
The AdvancedSceneManager
is expected to be used as a wrapper for the Unity SceneManager
. When creating an AdvancedSceneManager
you can decide whether you want it to manage scenes that have been loaded already or not.
flowchart TB
usm([Unity Scene Manager])
usm --> asm([Advanced Scene Manager])
asm --> s_a["Scene [0]"]
asm --> s_b["Scene [1]"]
asm --> s_n["Scene [n]"]
The ISceneManager
interface defines that both LoadSceneAsync
and UnloadSceneAsync
methods return a ValueTask<Scene>
.
This means you can await those methods if they are implemented with the async keyword, or you can also subscribe to the SceneLoaded
or SceneUnloaded
events to receive the same Scene
you would via the async methods.
Both these methods also receive an ILoadSceneInfo
object.
So, instead of having multiple methods for receiving the scene's build index or the scene's name, we simply have an object instead.
Alternatively, you can also use the LoadScenesAsync
and UnloadScenesAsync
methods, to perform the operations on multiple scenes in parallel. These will return a ValueTask<Scene[]>
.
You can create an AdvancedSceneManager
using three constructors:
// Creates an advanced scene manager including all currently loaded scenes. Useful for most cases.
// Should not be called on `Awake()`, since it runs before the scene is loaded.
new AdvancedSceneManager(addLoadedScenes: true);
// Creates an empty advanced scene manager. Useful if you are doing this before any scene loads or in a bootstrap scene.
new AdvancedSceneManager();
// Creates an advanced scene manager including an array of scenes. Useful when you want to include only a specific set of scenes to it.
new AdvancedSceneManager(initializationScenes: new Scene[]);
As its name states, it holds a reference to a scene to be loaded (or unloaded) and validates whether they can reference a loaded scene.
The ILoadSceneInfo
interface simply defines:
public interface ILoadSceneInfo
{
LoadSceneInfoType Type { get; }
object Reference { get; }
bool CanBeReferenceToScene(Scene scene);
}
Since the Reference
field can hold any type of reference, the scene manager will be responsible for deciding what to do with its value.
The LoadSceneInfoType
is a simple enum that helps converting the Reference
value without casting the ILoadSceneInfo
object.
The load scene info simply holds these references, and that's why the implementations included with the package are all readonly structs.
You can choose to work with five load scene infos:
flowchart
subgraph Addressable
direction TB
assetref(LoadSceneInfoAssetReference)
address(LoadSceneInfoAddress)
end
subgraph Unload only
scene(LoadSceneInfoScene)
end
subgraph Non-Addressable
direction TB
name(LoadSceneInfoName)
index(LoadSceneInfoIndex)
end
- The
LoadSceneInfoName
, referencing a scene's name. - The
LoadSceneInfoIndex
, referencing a scene's build index. - The
LoadSceneInfoScene
, referencing a loaded scene's struct (used for unloading scenes only). - The
LoadSceneInfoAssetReference
, referencing a scene's Addressable Asset Reference. - The
LoadSceneInfoAddress
, referencing a scene's Addressable Address.
You can also build your own ILoadSceneInfo
implementation if have special needs, but that will probably require you to build a scene manager to interpret its Reference
value as well.
When unloading a scene, the AdvancedSceneManager
will look for any of its loaded scenes that (in order of priority):
- Have the same loaded scene handle (in the case of
LoadSceneInfoScene
). - Have the same
ILoadSceneInfo
.
That means that the preferable way to unload scenes is through LoadSceneInfoScene
, as it holds a direct reference to the target scene.
Assuming you don't have multiple scenes loaded with the same reference, it's safe to assume that the scene you want to unload is the one with the same ILoadSceneInfo
you provided.
Except from ILoadSceneInfoScene
, you cannot unload a scene with a different ILoadSceneInfo
type.
Note
If you do have multiple scenes loaded by the same reference, unloading by its ILoadSceneInfo
will unload the last loaded scene of that reference.
Important
When unloading addressable scenes, their resources will be released by calling Addressables.UnloadSceneAsync
internally.
The scene loader is an interface that you will use to load scenes in your game, as it works like a wrapper layer to the scene manager, but adds the Scene Transition operations.
There are two base interfaces for scene loaders: one with a reference to the ISceneManager
that will be used, and an async
interface to be able to await
the load operations.
The ISceneLoader
interface defines:
public interface ISceneLoader : IDisposable
{
ISceneManager Manager { get; }
void TransitionToScenes(ILoadSceneInfo[] targetScenes, int setIndexActive, ILoadSceneInfo intermediateSceneInfo = null);
void TransitionToScene(ILoadSceneInfo targetSceneInfo, ILoadSceneInfo intermediateSceneInfo = null);
void UnloadScenes(ILoadSceneInfo[] sceneInfos);
void UnloadScene(ILoadSceneInfo sceneInfo);
void LoadScenes(ILoadSceneInfo[] sceneInfos, int setIndexActive = -1);
void LoadScene(ILoadSceneInfo sceneInfo, bool setActive = false);
}
And the ISceneLoaderAsync
:
public interface ISceneLoaderAsync<TAsyncScene, TAsyncSceneArray> : ISceneLoader
{
TAsyncSceneArray TransitionToScenesAsync(ILoadSceneInfo[] targetScenes, int setIndexActive, ILoadSceneInfo intermediateSceneReference = default, CancellationToken token = default);
TAsyncScene TransitionToSceneAsync(ILoadSceneInfo targetSceneReference, ILoadSceneInfo intermediateSceneReference = default, CancellationToken token = default);
TAsyncSceneArray LoadScenesAsync(ILoadSceneInfo[] sceneReferences, int setIndexActive = -1, IProgress<float> progress = null, CancellationToken token = default);
TAsyncScene LoadSceneAsync(ILoadSceneInfo sceneReference, bool setActive = false, IProgress<float> progress = null, CancellationToken token = default);
TAsyncSceneArray UnloadScenesAsync(ILoadSceneInfo[] sceneReferences, CancellationToken token = default);
TAsyncScene UnloadSceneAsync(ILoadSceneInfo sceneReference, CancellationToken token = default);
}
Note that the ISceneLoaderAsync
interface inherits from ISceneLoader
.
The TAsyncScene
type should return a Scene
instance, and can be anything you mean to await
, for example, Task<Scene>
, ValueTask<Scene>
or UniTask<Scene>
, while the TAsyncSceneArray
should return a Scene[]
instance, such as Task<Scene[]>
, ValueTask<Scene[]>
or UniTask<Scene[]>
.
The package comes with one base implementations and two wrappers:
- The
SceneLoaderAsync
, that just like theISceneManager
implementations, will returnValueTask
values. - The
SceneLoaderCoroutine
, that uses theSceneLoaderAsync
but returns aWaitTask
that can be used in coroutines. - The
SceneLoaderUniTask
, that uses theSceneLoaderAsync
but returnsUniTask
values.
All of them have interfaces to simplify your code:
public interface ISceneLoaderCoroutine : ISceneLoaderAsync<WaitTask<Scene>, WaitTask<Scene[]>> { }
public interface ISceneLoaderAsync : ISceneLoaderAsync<ValueTask<Scene>, ValueTask<Scene[]>> { }
public interface ISceneLoaderUniTask : ISceneLoaderAsync<UniTask<Scene>, UniTask<Scene[]>> { }
The Manager
property can be used to listen to the SceneLoaded
, SceneUnloaded
, and ActiveSceneChanged
events.
Both LoadSceneAsync
and UnloadSceneAsync
methods will simply call the ISceneManager
equivalents, while the LoadScene
and UnloadScene
will do the same but without await
.
It's important to understand that LoadScene
, UnloadScene
, and TransitionToScene
will still invoke asynchronous operations, instead of blocking the execution until they are done.
You can use the ISceneManager
events to react to the completion of those methods.
The Transition is a combination of load and unload operations to effectively perform scene transitions, with or without an intermediate scene. For example, usually, if you'd want to go from scene A to scene B you would:
- Load the scene B.
- Unload the scene A.
That's only two operations, right? What if you wanted to have a loading screen as well? In this case, you would:
- Load the loading scene.
- Load the scene B.
- Unload the scene A.
- Unload the loading scene.
That's four operations now.
The TransitionToScene
and TransitionToSceneAsync
methods let you only provide where you want to go from the current active scene and if you want an intermediary scene (loading scene for example).
Also, aside from transitioning from the current active scene, you can also use the TransitionToSceneFromScenes
and TransitionToSceneFromAll
alternatives:
TransitionToSceneFromScenes
- unloads a given group of scenes during transition.TransitionToSceneFromAll
- unloads all loaded scenes during transition.
Just like the regular Transition
methods, its variants also have single/multiple scene options as well as async options.
Both the ISceneManager
and the ISceneLoader
interfaces implement IDisposable
, meaning that the Scene Managers and Loaders should implement the Dispose()
method.
This is used with the CancellationToken
parameters in ISceneManager
methods to ensure that it will clear its internal data and stop async code execution during disposal.
Note that even when its methods get canceled by the CancellationToken
, the Unity Scene Manager methods are not cancellable and therefore will continue to operate when called.
The disposal of the implemented Scene Managers will clear its data and stop any running logic. This is useful for shutting down the application, for example. If you are going to manually dispose of your scene loaders or managers, prefer the following scenarios:
- You can ensure that there are no load/unload/transition operations in progress.
- You are quitting/shutting down the application or an application module.
Warning
It's not recommended to manually cancel the ISceneManager
operations via its CancellationToken
parameters.
It may result in unexpected issues such as unwanted scenes being loaded/unloaded after cancellation.
When creating your scene loader, you must first create your scene manager.
Ideally, you will not need to store the scene manager anywhere as it will be accessible through the ISceneLoader
interface.
Also, you will need to build your scene info objects to hold references to scenes.
For the first example, let's build a scene manager and a Coroutine scene loader:
// Make sure to add 'using MyGameDevTools.SceneLoading;' on the top of the script
ISceneManager sceneManager = new AdvancedSceneManager();
ISceneLoader sceneLoader = new SceneLoaderCoroutine(sceneManager);
You can also define the scene loader types as their ISceneLoaderAsync
implementations:
ISceneManager sceneManager = new SceneManager();
ISceneLoaderCoroutine coroutineSceneLoader = new SceneLoaderCoroutine(sceneManager);
// Or
ISceneLoaderAsync asyncSceneLoader = new SceneLoaderAsync(sceneManager);
// Or
ISceneLoaderUniTask unitaskSceneLoader = new SceneLoaderUniTask(sceneManager);
Note
It is recommended that you store these object references as its interfaces to reduce coupling in your code.
You'll use the load scene info objects to reference scenes. You can use these objects to define both addressable and non-addressable scenes.
Let's assume you have included the following scenes in your Build Settings:
- Main Menu
- Loading
And you have the following scenes in addressable groups:
- Shop
- Level 1
You can load the scenes by using the appropriate ILoadSceneInfo
:
ILoadSceneInfo mainMenuSceneInfo = new LoadSceneInfoName("Main Menu");
ILoadSceneInfo loadingSceneInfo = new LoadSceneInfoIndex(1);
ILoadSceneInfo shopSceneInfo = new LoadSceneInfoAddress("Shop");
// You should be able to get the scene's Asset Reference from the inspector by exposing an
// AssetReference on a MonoBehaviour or ScriptableObject.
ILoadSceneInfo levelSceneInfo = new LoadSceneInfoAssetReference(levelSceneAssetReference);
// Loading the scene calls the same method, regardless of the load scene info type
sceneLoader.LoadScene(mainMenuSceneInfo);
sceneLoader.LoadScene(loadingSceneInfo);
sceneLoader.LoadScene(shopSceneInfo);
sceneLoader.LoadScene(levelSceneInfo);
// Or the async alternatives
await sceneLoader.LoadSceneAsync(mainMenuSceneInfo);
await sceneLoader.LoadSceneAsync(loadingSceneInfo);
await sceneLoader.LoadSceneAsync(shopSceneInfo);
await sceneLoader.LoadSceneAsync(levelSceneInfo);
The same logic applies for unloading scenes. Additionally, you can use the LoadSceneInfoScene
to unload non-addressable scenes using the scene returned from ISceneLoaderAsync.LoadSceneAsync
.
ILoadSceneInfo mainMenuSceneInfo = new LoadSceneInfoName("Main Menu");
ILoadSceneInfo loadingSceneInfo = new LoadSceneInfoIndex(1);
ILoadSceneInfo shopSceneInfo = new LoadSceneInfoAddress("Shop");
Scene levelScene = await sceneLoader.LoadSceneAsync(LoadSceneInfoAssetReference(levelSceneAssetReference));
ILoadSceneInfo levelSceneInfo = new LoadSceneInfoScene(levelScene);
sceneLoader.UnloadScene(mainMenuSceneInfo);
sceneLoader.UnloadScene(loadingSceneInfo);
sceneLoader.UnloadScene(shopSceneInfo);
sceneLoader.LoadScene(levelSceneInfo);
// Or the async alternatives
await sceneLoader.UnloadSceneAsync(mainMenuSceneInfo);
await sceneLoader.UnloadSceneAsync(loadingSceneInfo);
await sceneLoader.UnloadSceneAsync(shopSceneInfo);
await sceneLoader.LoadSceneAsync(levelSceneInfo);
Instead of using the async method, you can also register to the ISceneManager.SceneLoaded
event:
sceneLoader.Manager.SceneLoaded += loadedScene =>
{
ILoadSceneInfo loadedSceneInfo = new LoadSceneInfoScene(loadedScene);
sceneLoader.UnloadScene(loadedSceneInfo);
}
For transitions, you can combine different load scene info objects on the transition method:
ILoadSceneInfo stageSceneInfo = new LoadSceneInfoName("Stage 1");
ILoadSceneInfo loadingSceneInfo = new LoadSceneInfoIndex(1);
sceneLoader.TransitionToScene(stageSceneInfo, loadingSceneInfo);
// Or the async alternative
await sceneLoader.TransitionToSceneAsync(stageSceneInfo, loadingSceneInfo);
Whenever you need to perform scene operations on multiple scenes, you can also build ILoadSceneInfo
arrays:
ILoadSceneInfo[] sceneInfoGroup = new ILoadSceneInfo[]
{
new LoadSceneInfoName("Main Menu"),
new LoadSceneInfoIndex(1),
new LoadSceneInfoAddress("Shop"),
new LoadSceneInfoAssetReference(levelSceneAssetReference)
}
// Load
sceneLoader.LoadScenes(sceneInfoGroup);
// Unload
sceneLoader.UnloadScenes(sceneInfoGroup);
// Transition
// For multiple scenes, you must provide which scene you want to be the active scene by
// providing its index in the array.
sceneLoader.TransitionToScenes(sceneInfoGroup, 0);
// Awaitable alternatives
await sceneLoader.LoadScenesAsync(sceneInfoGroup);
await sceneLoader.UnloadScenesAsync(sceneInfoGroup);
await sceneLoader.TransitionToScenesAsync(sceneInfoGroup, 0);
During scene transitions, you have the option to provide an intermediate scene that can be used as loading screen. This could be an animated splash screen or a loading progress bar, for example. This package provides implementations to help you build your loading screens faster.
The Loading Behavior is a MonoBehaviour component, which you can attach to Unity GameObjects, that receives the progress value from the scene manager.
You need to add a LoadingBehavior
component to a GameObject in your loading scene to be able to display scene loading feedback.
It exposes its LoadingProgress
instance, which you can use to listen to the loading events:
public class LoadingProgress : IProgress<float>
{
public event LoadingStateChangeDelegate StateChanged;
public event SceneLoadProgressDelegate Progressed;
public LoadingState State { get; }
}
The StateChanged
event expects a LoadingState
parameter, to report the current state of the scene loading operation, and you can query the active state at any time by retrieving the value in the State
property.
The Progressed
event expects a float
parameter, ranging from 0 to 1 to report the progress of the scene loading operation.
Back to the LoadingBehavior
, it has a few options you can set on the Unity Inspector:
- Wait For Scripted Start: enable if the loading screen will have a transition in effect, such as a fade in.
- Wait For Scripted End: enable if the loading screen will have a transition out effect, such as a fade out.
The loading scene transition can be customized to delay some parts of the operation to deliver a smooth visual experience for the user.
That means we can fade in/out or use other transition effects and wait for them to complete to continue the scene loading operations.
The LoadingState
enum reflects those states:
public enum LoadingState
{
WaitingToStart,
Loading,
TargetSceneLoaded,
TransitionComplete
}
These states are ordered, which means that the first state will always be WaitingToStart
and the last will be TransitionComplete
.
They mean:
WaitingToStart
: it's waiting for a trigger to allow the scene loading to start loading. This could be if the loading scene does not instantly appear, otherwise causing weird experiences with things simply disappearing. You can transition the loading screen with a fade in or a similar effect, for example.Loading
: the loading screen transition has occurred and the scene loading operation is running. During this state, theLoadingProgress
instance will receive the progress value from the scene manager.TargetSceneLoaded
: the target scene has been loaded, but the loading screen is still displaying. You can use this state to transition the loading screen out, such as a fade out or a similar effect.TransitionComplete
: the target scene has been loaded and the loading screen is already out of the way. Shortly after this state, the loading scene will be unloaded.
At this point, you should already have your loading scene with a LoadingBehavior
attached to one of your GameObjects.
Now you can also add some other components to display the loading progress feedback.
This package comes with three feedbacks:
LoadingFeedbackSlider
: attach on an UI Slider to display the loading progress feedback as a progress bar.LoadingFeedbackTextMeshPro
: attach on an UI Text Mesh Pro to display the loading progress feedback as text normalized from 0 to 100.LoadingFeedbackText
(also known as Legacy): attach on an UI Legacy Text to display the loading progress feedback as text normalized from 0 to 100.
You can use a combination of these feedback components in the loading scene.
Remember to assign the LoadingBehavior
field of these components to the LoadingBehavior
component you created before.
Another feedback that you could make is a fade in/out effect.
The LoadingFader
component does just that.
Add it to an [UI CanvasGroup] GameObject to control the group's alpha value during the visual transitions.
You can also set the fade time and customize the fade in/out animation curves to suit your preference.
To use the LoadingFader
effectively, you must enable both WaitForScriptedStart
and WaitForScriptedEnd
toggles in your LoadingBehavior
component.
Take the following loading screen scene hierarchy as an example:
- Canvas - (Canvas, CanvasScaler,
LoadingBehavior
)- Group - (CanvasGroup,
LoadingFader
)- Background - (Image)
- Text_Message - (TextMeshProUGUI)
- Slider_Progress - (Slider,
LoadingFeedbackSlider
)- Text_Progress - (TextMeshProUGUI,
LoadingFeedbackTextMeshPro
)
- Text_Progress - (TextMeshProUGUI,
- Group - (CanvasGroup,
By having this hierarchy in your loading scene, it would be able to fade in/out and display both the loading progress bar and loading progress text feedback.
As this scene has the LoadingFader
component, remember to enable both WaitForScriptedStart
and WaitForScriptedEnd
toggles in the LoadingBehavior
component.
Also, if you're not using an addressable scene manager, enable the ReducedLoadRatio
toggle.
You can test this scene by passing its ILoadSceneInfo
reference as the intermediateSceneInfo
in an ISceneLoader.TransitionToScene
method.
The idea behind the interfaces is first to decouple things and second to allow you to build your custom implementations if you require something very different from the included content. Sometimes projects require very specific implementations, and instead of making the system extremely complex and detailed, I'd rather have it broken into many different pieces that you can replace to fit with whatever works best for you.
This package includes tests to assert most use cases of the Scene Managers and Scene Loaders. The tests do not have any effect on a runtime build of the game, they only mean to work in a development environment.
When creating an AdvancedSceneManager
passing a true
value to its constructor, as new AdvancedSceneManager(true)
, it attempts to add all loaded scenes to its list of tracked scenes.
However, if you called that during Awake()
, you might see the error:
ArgumentException: Attempted to get an {nameof(ISceneData)} through an invalid or unloaded scene.
This error is thrown because during Awake()
the scene is not fully loaded and cannot be added to the list of tracked scenes.
Move your call to Start()
instead.
In a case where you have loaded a scene via one type of ILoadSceneInfo
, you can only unload it by using the same type or explicitly a LoadSceneInfoScene
. For example:
ILoadSceneInfo nameInfo = new LoadSceneInfoName("MyScene");
ILoadSceneInfo indexInfo = new LoadSceneInfoIndex(3);
sceneManager.LoadSceneAsync(nameInfo);
// You **cannot** do this:
sceneManager.UnloadSceneAsync(indexInfo);
// But you can do this:
sceneManager.UnoadSceneAsync(nameInfo);
// Or, build a `LoadSceneInfoScene`.
// Alternatives: GetLoadedSceneByName(name), GetLoadedSceneAt(index), GetLastLoadedScene() or GetActiveScene()
ILoadSceneInfo sceneInfo = sceneManager.GetLoadedSceneByName("MyScene");
sceneManager.UnloadSceneAsync(sceneInfo);
Sometimes this issue can also be avoided by performing a scene transition. If you're trying to unload the active scene to transition between scenes, you can execute the transition through the scene manager and let it handle the internal complexity. For example:
// Instead of unloading the source scene directly:
sceneManager.LoadSceneAsync(targetSceneInfo)
sceneManager.UnloadSceneAsync(sourceSceneInfo);
// Perform a scene transition:
sceneManager.TransitionToScene(targetSceneInfo);
Don't hesitate to create issues for suggestions and bugs. Have fun!