Simple scene loader for default single scene workflow.
Powerful multi-scene manager for addressable scenes.
Singleton scene loader for default single scene workflow.
public void LoadScene(string sceneName, SceneTransition sceneLoadTransition, bool deferFadeOutUntilManualComplete = false)
public void LoadScene(int sceneIndex, SceneTransition sceneLoadTransition, bool deferFadeOutUntilManualComplete = false)
public bool IsLoaded(string sceneName)
public bool IsLoaded(int sceneIndex)
public bool TryCompleteDeferredLoadingTransition() // runs a pending deferred fade-out; false if none
public void CompleteDeferredLoadingTransition()
public static void FadeOutTransitionByKey(string transitionKey) // cold-start fallback hideWhen deferFadeOutUntilManualComplete is true, the loading transition's fade-out is held until you complete it manually — call TryCompleteDeferredLoadingTransition(), or (the usual way) place a RevealLoadingScreenNodeSO in the loaded scene's sequence so the loader hides only once the nav graphs are ready. See Loading.
public event Action<string, int> OnSceneLoad; // Scene name and index, on completion
public event Action<float> OnLoadProgress; // 0..1 during the async load (rescaled from Unity's 0..0.9)Singleton scene loader for addressable scenes. Supports multiple scene loading and unloading at a single request.
public List<SceneSO> LoadedScenes { get; } // For debug purposes only, visible in editor, do not modify.
public bool HasPendingDeferredTransition { get; } // a deferred load is waiting for its fade-out
public bool IsTransitioning { get; } // 0.4.0: a load is queued or loading, or its deferred fade-out is pendingIsTransitioning is how a caller waits out a load it started: it turns true on the request and false when the presentation ends (the loading screen starts fading out, at once, or on the deferred completion). Poll it, or listen for TransitionEnded.
public void LoadSceneRequest(List<SceneSO> scenesToLoad, List<SceneSO> scenesToUNNLoad, SceneTransition sceneLoadTransitionType, bool deferFadeOutUntilManualComplete = false)
public void LoadScene(List<SceneSO> scenesToLoad, SceneTransition sceneLoadTransitionType, bool deferFadeOutUntilManualComplete = false)
public void LoadScene(SceneSO sceneToLoad, SceneTransition sceneLoadTransitionType, bool deferFadeOutUntilManualComplete = false)
public void LoadScene(SceneSO sceneToLoad)
public void UnLoadScene(List<SceneSO> scenesToUNNLoad, SceneTransition sceneLoadTransitionType, bool deferFadeOutUntilManualComplete = false)
public void UnLoadScene(SceneSO scenesToUNNLoad, SceneTransition sceneLoadTransitionType, bool deferFadeOutUntilManualComplete = false)
public void UnLoadScene(SceneSO scenesToUNNLoad)
public void LoadSceneAndUnLoadCurrent(SceneSO sceneToLoad, SceneTransition sceneLoadTransitionType, bool deferFadeOutUntilManualComplete = false)
public void LoadSceneAndUnLoadCurrent(List<SceneSO> scenesToLoad, SceneTransition sceneLoadTransitionType, bool deferFadeOutUntilManualComplete = false)
public void UnloadAllCurrent(SceneTransition sceneLoadTransitionType, bool deferFadeOutUntilManualComplete = false)
public void SetActiveScene(SceneSO scene)
public bool IsLoaded(SceneSO gameSceneSO)public static Action<List<SceneSO>> SceneReadyEvent;
public static Action<List<SceneSO>> SceneUnloadEvent;
public static Action TransitionEnded; // 0.4.0: a load's presentation ended (see IsTransitioning)Settings
Theme
Light
Contrast
Material
Dark
Dim
Material Dark
System
Sidebar(Light & Contrast only)
Font Family
DM Sans
Wix
Inclusive Sans
AR One Sans
Direction